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Hambourgeois

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About Hambourgeois

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  1. Hambourgeois

    the hambourgeois content mill

    yeah honestly after seeing them in engine im not that happy with them either. i might work on them a bit more
  2. Hambourgeois

    lava falls

    guhhhhhh buuuhhhhh
  3. Hambourgeois

    the hambourgeois content mill

    made a new Flat5_7 and 5_8 but im not super sold on them yet, i might tweak them (need some more contrast, i think the cracks are too wide) Flat5_7 old: new: Flat5_8 old: new: some screenies:
  4. Hambourgeois

    lava falls

    re-did #4 in my first post to have more depth: also did one with the desaturated red -> orange: and recolored the lava flat to match
  5. Hambourgeois

    lava falls

    ooo the ones that start from red and go to orange for the highlights are pretty. i might have to play around a bit more
  6. Hambourgeois

    lava falls

    because i love re-inventing wheels that other people have done long ago, i made some lava falls by recoloring the bloodfall texture #1- to orange color ramp only: #2- as #1, but highlights are from the color ramp that goes from brown to a desaturated yellow: #3- as #2 but with red shadows. its kinda gross and aliased looking but has more depth: #4- based on the colors used by the lava flats: anyway if you happen to not already have a preferred lavafall texture feel free to grab these i guess
  7. you can still use animated wall namespaces in an IWAD that dont have corresponding textures, right? i.e. if i made a set of textures to animate, could i name them like blodgr_, sladrip_, or wfall_ and have them work in a doom 2 map?
  8. Hambourgeois

    the hambourgeois content mill

    crossposting from the problematic textures thread, all of these are edits to content that was already in the freedoom iwad:
  9. Hambourgeois

    Problematic textures

    quick and dirty edit: 4x: e (maybe this darker version is better?): as always heres the source file (gimp .xcf): https://www.dropbox.com/s/y3459ur1mn4b398/hamRW32_1.xcf?dl=0 bigger edit: also did a whole bunch of panel textures to make them more visually consistent. these were completely hack-jobs of existing textures so im not gonna claim some grand artistic vision fed into this. RW15_1- looked more like the original doom texture than the other freedoom ones: RW15_2- resized elements so they were closer to the original doom textures in size, made the top border of the bottom panel consistent with the others RW15_3- recolored from my new RW15_2 to be green. if people liked the old ones i can recolor it to a lighter gray. RW15_4- the left side border was reversed compared to other textures in the set RW16_4- the doom original did not have the top border like this one did, so i pasted the picture over my new RW15_4 RW19 series- made the bottom consistent with the other panel textures and look less like the original doom textures. if people think its a good idea i can try to remake the top half as well.
  10. Hambourgeois

    Problematic textures

    realistically, how meticulously are people cutting out the lights on RW32_2?admittedly i'm lazy and dont ever cut out discrete elements on it too particularly because the lights are an idiotic 9x33 px, or 11x35 if you include the outer bevel. i think i will rework it but if i was designing it from the ground up i'd keep all the geometry as multiples of 4. anyway, im gonna work on a new version by editing the existing freedoom RW32_1. plan is to keep the more macro geometry the same (or extremely similar) and make the lights themselves more visually distinct, which i think is a good compromise to maintaining asset distinction and pwad compatibility.
  11. Hambourgeois

    the hambourgeois content mill

    thanks for the interest everyone! XCOPY: I was using the original doom and existing freedoom textures as a reference. assuming I am reading you right, they do not darken the rocks as the lava gets lighter. I mostly just want to make improvements without getting too hung up on details. if someone wants to try editing the textures to see how it looks i did post the graphics gale file for anyone who wants to play with it. MrFlibble: I'll def take a look, but I dont want to promise anything ahead of time. I'm super disorganized and unreliable so I don't really want people to depend on me for improving assets but I'm willing to work on things as I have time e: word salad and redundant phrases are actually good
  12. Hambourgeois

    the hambourgeois content mill

    hello freedoom! I was making a map using freedoom assets and noticed that some of the flats have a distinctive "this was made in a procedural texture generator and never pixel optimized" look. Long story short I made some edits to the existing RROCK04 and used it to make new versions of RROCK01, 02, 05, 06, 07, and 08. RROCK01: old: new: alt: RROCK02: old: new: alt: RROCK04: old: new: RROCK05: old: new: RROCK06: old: new: RROCK07: old: new: RROCK08: old: new: Animation: Here's a link to the graphicsgale file that these are derived from https://www.dropbox.com/s/il8h0uikvrsaoaq/lavarocks.gal?dl=0 There are a few more flats that have the same problem (FLAT1_1, 1_2, 1_3, 5_7, and 5_8) and imo DEM1_5 and 1_6 look kind of weird. If I do any more edits I will probably focus on those. I might also post maps and music in here if I make anything relevant, but those are less my forte.
  13. Hambourgeois

    Weird level hack: Decoupling linedefs and segs

    yeah, i didn't articulate it well, but my point was basically that, in the absence of advanced editing tools that let you easily mess with all the stuff linguica had to hack in with a hex editor, this isn't a practical technique for most mappers. especially given that most modern editors idiot-proof segs as described by foxpup. that isn't to say it wouldn't be useful to get such tools, however.
  14. Hambourgeois

    tech/stone/concrete texture pack

    ok i added PP_START and PP_END, i wasn't really sure what best practice was on this front, so its good to know that patch namespacing is important in some ports.
  15. Hambourgeois

    Weird level hack: Decoupling linedefs and segs

    couldn't you achieve a more or less similar effect using untextured double-sided impassable lines? i put them in decorative inlets a lot if i don't want players getting snagged on map geometry, though you could move them further away from the walls as in your example, i suppose the main functional difference in play (i.e. ignoring back-end stuff like linedef count, sidedef count, etc., as the differences there are significant) is basically that projectiles would be blocked by the uncoupled segs/linedefs method, right? that being said it is really cool from a technical standpoint
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