Here is some code, for now just TEXTURES stuff, that I've thrown together. It's spoilered for your viewing ease, and is just simple, space-saving stuff I think you will find useful. The solid colors are piss easy to do, but if you want more gradients, I'll do 'em if you ask nicely. By the way, sorry, these are for Doom only (although they ought to work in Action Doom 2), so sorry.
Here's texture edits done by me and my ex. This is a version of the Hexen gearbox with the door on it being lifted. I'm not really sure he wants me to mention him so there's no need to credit anyone for this edit.
Here's a train wheel I was going to use for my Pain Train map but it wasn't grungy enough. This is from a CGTextures pic I edited. I'm including the TEXTURES code I wrote for it as well. Use it as you please, just credit me for the edit. The TEXTURES rotations looks best when animated with ANIMDEFS with a delay of one tic per frame.
Here's some HUD graphics or other things I've done. For now, what I have here is a fuel gauge I had put together for Hell Worm's chainsaw, but I decided not to use it since, basically, the code for my custom HUD was canned ass. This is based off an image I got from CGTextures, so it's free to use. Please credit me if you should use it.
wildweasel wrote:Try naming them PK7 - I seem to recall that being the agreed-upon extension for 7-zipped pak files.
No, partly because I don't feel like renaming them, and because you're not supposed to just run them in ZDoom. I only stuck them in PK3s because thems the rules for Realm667. Unzip them and pick through them for stuff you like.
Nice. I checked out the TekWar textures and was somewhat disappointed by the absurd levels of dithering, and the mix of photo sources and terrible computer-generated stuff though. Got some inspiration from it at least, maybe.
esselfortium wrote:Nice. I checked out the TekWar textures and was somewhat disappointed by the absurd levels of dithering, and the mix of photo sources and terrible computer-generated stuff though. Got some inspiration from it at least, maybe.
TekWar has some nice floor tiles, which look fantastic in GZDoom with some slight mirroring on them.
Either way, it was a bitch to do that game. The textures are dark, and the mask color... Is a nearly-black shade of purple.
Yup, it's been part of TEXTURES since this was added to ZDoom.
The whole point of turning HIRESTEX into TEXTURES was to allow additional elements for texture definition, such as translation (or blending), rotation, flips, etc.
I positively love textures. When I converted my Hell Worm project's PNAMES and TEXTUREx into TEXTURES, I was able to trim about 70 redundant patches through flips and translations.