esselfortium
A Major Doomworld Concern

Posts: 7553
Registered: 01-02 |
alterworldruler said:
KuriKai you noob, you ported this to gzdoom/zdoom/skulltag once and you did fail, instead of repairing it with some fix you just cancelled it for those ports... what a shame... a n00b is always a n00b
EDIT: for those who say (G)zdoom hi-res support is bad and has problems,
YOU FAIL IT TOTALLY! because it is good after all >>
Yeah man! What a loser, that guy who's putting his free time into making textures to give to everyone for free! You're delusional.
I agree with the posts here that a lot of the textures need work, but some things seem to be improving. Other things, not so much.
I remember an older version of the set having a completely different STAR* set, for example, which I thought was much more accurate and a lot better-looking. The current ones look too much like round stone carvings to me, rather than high-tech silvery walls. No offense to whoever made them.
Argh, I hate this...I can see that a ton of effort went into all this stuff, and it makes it really hard for me to criticize it without feeling like a jerk. :(
One thing that I think is really important to keep in mind when doing these textures, and it's something I've mentioned before, is the need to think about things that need to match. It goes far beyond just textures in the same sets. An easy example is that METAL, SUPPORT3, WOODMET, all other SUPPORT3-based textures, BROWN96 (also BROWN144, BRONZE*, etc.), and to a lesser extent METAL2 and its ilk, all need to somehow match with the CEIL5_2 flat, which is usually used with them in maps. In the hi-res set, the METAL texture seems to be quite a bit off, and SUPPORT3 is completely different from all of those, with some SUPPORT3-based textures in one style and some in another. (This is a major oversight in the "don't use parts of other peoples' textures" rule! Doom textures reuse lots of parts, and they're supposed to be identical!)
It's a really difficult thing to get hi-res textures that need to be similar to be similar enough to work ingame, without completely stripping them of all the things that make them what they are. The original low-res textures and flats (especially flats) are ambiguous enough that they can be put together in lots of ways that they weren't originally intended for, and look completely natural while doing so. So it's easy to wind up with a pack of textures that all look really great individually, but don't really work very well ingame.
My brain hurts :(
Last edited by esselfortium on Nov 12 2007 at 17:01
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