Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Reinchard666

Members
  • Content count

    350
  • Joined

  • Last visited

Everything posted by Reinchard666

  1. Reinchard666

    The new Hell levels are awesome

    I agree, this hell levels are really awesome. I feel like in good old days when I first play hell levels in Doom\Doom2. Most of the time I spent on admiring this strange areas. Fantastic atmosphere.
  2. Version I'm post above is not tiled yet, but as Enjay say - this is really odd texture. I'm not satisfied with the color - my texture have too much different feeling when I look at it in game. Original one is simply copy-paste work and this is main problem with high resolution version.
  3. Metal itself is gray. Brown color is caused by light.
  4. Ok, so here's another variations: 3 4 5
  5. So what you say about this? Metal is much smaller: Version 1: Version 2:
  6. Here with some shadows, but metal still looks kind out of place.
  7. Thanks. I still experiment with tlite. What do you think about something like this? This one still need lots of work, but this is only proposal.
  8. Tell me what you think about new Startan2:
  9. Sladwall: Sladpois: Rough version of Sladrip1:
  10. Vermil - which filters? DOOM_RO - Yes, they have little Doomish feeling. About D3 textures in Doom - of course, this is simply.
  11. Thanks, I'll be back to light texture in this week. Today I tried make Sladwall. The most similar version that I was able to get: Here next to the original:
  12. The problem is that they are brighter then original.
  13. First version of ceil5_2: And very rough version of tlite6_6:
  14. Oh, this appear when I move panels on the X axis. Its fixed for now. Thanks guys for interesting opinions. I agree with most of you. Logo shouldn't stand up from the carpet. I had a little problems with the correct embossing, but for now I experiment with two versions: Version 1 Version 2 (with different texture for logo, more evenly like that thing from original) DooM_RO - I often look at Doom3 textures, especially now that I play often in BFG edition. I know that Kevin Cloud was the main artist responsible for textures and I think his textures have good Doom feeling, but they fit perfect for new engine. In D3 there are no more solid walls in like in classic Doom, every wall have few segments and models put in to them, so the game art must be different from classic Doom. As you see he don't recreate any of old textures, probably because he know the old textures will not fit to new Doom. So I don't think that D3 textures can feet to old Doom. But this textures can be good inspiration in some cases.
  15. I experimented with different versions of floor1_1. 1. Solid, plastic logo: 2. More "carpet like" logo: 3. And something between...
  16. Fixed. Here is final version. I took care that the individual components are correctly positioned on the X axis, because previous version looks strange st some corners.
  17. Little update of Comptall. I'm make new tech-mess panel, increase size of rivets (maybe I should use a smaller ones) and do little work on metal texture.
  18. Of course, I keep the files on disk, they may be useful someday for making bigger versions and normal/displacement maps. I don't quite understand what "last version" you're talking about. Maybe you think about my version of Compute texture?
  19. Yes, I know, Doom3 version is called "cpupanel", is little modified, and in very low resolution. Scypek2 - only textures for now.
  20. From a few days I'm working on Comptall (I took a break from Tekwall). This version is not finished, there are two identical pieces and color is not perfect. I'm afraid that I exaggerated with the space between particular components.
  21. If original texture have 128x128 I make new version in 1024x1024, if 64x64 then 512x512 etc. I noticed that after some time Doomworld (or maybe Imgur??)downsize my textures.
  22. Tanks guys i try do something with this. Krispy - highlight this green parts. I see this in few places, is something like green slime tdripping from the components in the middle center of texture, but maybe there is more green places. Ok, I see your edit, thanks.
  23. I finished W17_1 patch, which is used for tekwall1 and tekwall3 textures. Here's full patch: if you compare it with the original you will notice some differences, but I think is not a big problem. Too bad that id use this patch in strange way. For example in texture tekwall1 this patch is used 2 times, one above the other and in hires this thing looks little strange, so I decide to make few changes in upper part of texture. Here's tekwall1: And tekwall3:
×