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So I found a pack of Ocarina of Time textures and decided that I wanted to make a Doom map with its Shadow Temple textures, however some of them are a little too small, and I can't just simply resize them in one of my few graphic softwares as I fear it will make them look a bit crappy. I don't really know what to do at this point.
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When I made AeonDM map 11 I used textures from here: http://www.emutalk.net/threads/51481-Zelda-Ocarina-of-time-Community-Retexture-Project-V6-Development-Topic
However, it is incomplete and unlikely to be completed. All the textures are on my old, dead HDD, I'll have to retrieve them someday, but I don't think Shadow Temple was done, like, at all, I drew mostly on the Spirit temple and Fire Temple. I had to resize all textures/flats, I used MS "Photo Manager" that came with Office 2007. Didn't lose any noticeable integrity.
Word of advice though, prepare for really bad palette translations and very awkward structuring. Dragonfly is also right you'll find you have to do a lot of mixing and matching from various parts. You'll also have to do a ton of actual texture editing and lighting work in the map to make it look half decent. Lighting is literally the most important thing to make or break these textures unless you make a palette specific to them. It also really suffered in software vs OGL, I highly highly recommend using some port that supports true color or OGL.
Here's some screenshots. First 3 are software.
I got mine from here which seems to be the next version of the same set: http://www.emutalk.net/threads/55307-Zelda-Ocarina-of-time-Community-Retexture-Project-V7
Oh neat, didn't realize it had finally updated, it had been quite some time since I had retrieved them... Provided the format is the same, all the textures were pretty well within their named folders unless they had appeared somewhere else in the game first.
As I'm sure you've noticed, the textures are also quite fat in terms of weight and actual size, so you will still likely have to do all the texture editing manually for doom, and pray the palette doesn't have its way with the textures.