You may not SELL this package, in any way shape or form. if you wish to use the texture pack for you game, you'll need to pay a fee.
Search found 2369 matches
- Sun Oct 23, 2022 11:17 pm
- Forum: Assets (and other stuff)
- Topic: Texture packs for commercial use?
- Replies: 4
- Views: 1251
Re: Texture packs for commercial use?
The second to last paragraph in the first post:
- Thu Oct 20, 2022 4:47 pm
- Forum: Assets (and other stuff)
- Topic: Texture packs for commercial use?
- Replies: 4
- Views: 1251
Re: Texture packs for commercial use?
Of the few Doom texture packs which don't include modified Doom (or other game) textures, I think the only one which specifically allows free commercial use is Junkcity: https://www.doomworld.com/idgames/graphics/junkcity Aquatex by the same author doesn't forbid commercial use, so that should be ...
- Mon Sep 26, 2022 7:34 am
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5967
- Views: 659557
Re: Resource Request thread *Read 1st post*
Come to think of it, a better place to start would be the pistol marine in the marines pack, since that already has full rotations for everything except the pain state. Here's a trooper-style recolour: And here it is with a few zombie frames, cobled together from Joey TD's version: I'll probably be ...
- Thu Aug 05, 2021 8:15 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38028
- Views: 4638312
Re: [SPRITES] Spriting Carnival!!
I'm imaging combining these trees with the waves from Roger Ritenour's Earth wad, sand from OTEX, and a nice chilled midi for a really relaxing scene 

- Sat Jul 10, 2021 1:42 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3109
- Views: 396831
Re: SLADE Discussion - Latest: v3.1.13 (01/Jun/2021)
I've been having a couple of TEXTURE1-related issues. These occur with at least the last few stable builds. 1) Copying and cutting with the texture editing screen is cumulative, e.g.if you copy texture A and paste it, then copy texture B and paste it, both A and B will be pasted instead of just B ...
- Mon Jun 14, 2021 1:19 am
- Forum: Off-Topic
- Topic: A Tale of the Big Box Duke 3D Copy
- Replies: 5
- Views: 2297
Re: A Tale of the Big Box Duke 3D Copy
Maybe try looking on non-American sites? A lot of what you find won't be available for international shipping, however you could use a parcel forwarding site - https://www.myukmailbox.com for example. A quick look on the UK eBay revealed a "buy it now" big box Duke 3D for £35 (around $43): https: ...
- Mon Aug 17, 2020 3:48 am
- Forum: Assets (and other stuff)
- Topic: Acceptable symbols for sprite names?
- Replies: 8
- Views: 1682
Re: Acceptable symbols for sprite names?
Gez already provided the answer in his post. In summary, all standard ASCII characters except: - control characters (0 - 27) - space (32) - " (34) - ^ (94) - lower case letters (97 - 122) I'm assuming DEL (127) also can't be used ;) The other standard ASCII characters are those which can be found on ...
- Mon Aug 17, 2020 12:27 am
- Forum: Off-Topic
- Topic: It's fine to rip game resources or it's somehow illegal?
- Replies: 12
- Views: 1396
Re: It's fine to rip game resources or it's somehow illegal?
All creative work is automatically copyrighted. Unless it's released under a license that specifically allows its re-use (e.g. a variant of Creative Commons, BSD, or GPL) then legally you cannot do so, and even then there may be restrictions imposed by the license, such as not being able to use it ...
- Mon Aug 17, 2020 12:10 am
- Forum: Assets (and other stuff)
- Topic: Acceptable symbols for sprite names?
- Replies: 8
- Views: 1682
Re: Acceptable symbols for sprite names?
Unless there are any other unusable characters not mentioned in Gez's post, there are 67 possible characters. If that's the case, then the number of different possible sprite names is 67 x 67 x 67 x 67 - 2 = 20,151,119. I believe you can only use A - Z, [, \, and ] for the fifth character, which ...
- Thu Aug 13, 2020 11:12 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38028
- Views: 4638312
Re: [SPRITES] Spriting Carnival!!
It's not credited in the Uber Chaingunner entry on R667, but I think you're probably right.
- Thu Aug 13, 2020 9:57 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38028
- Views: 4638312
Re: [SPRITES] Spriting Carnival!!
Just thought I would share some of the frankensprite concepts I've come up with for the Negative One project , as a number of them are based on resources posted in this very thread - so far I've only gone back to page 1463, so there's doubtless even more awesome stuff that I may end up making use of ...
- Mon Aug 10, 2020 1:56 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Ignore DEHSUPP
- Replies: 4
- Views: 837
Re: Ignore DEHSUPP
Ah, but recent versions of GZDoom *can* use things and frames not in Doom, Boom, and MBF. Support for the DeHackEd extensions from Doom Retro and also found in PRBoom/UMAPINFO, etc. was added back on 31st December last year. (Specifically things 150-249 and frames 1089 to 4000 are now available for ...
- Mon Aug 10, 2020 9:12 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Ignore DEHSUPP
- Replies: 4
- Views: 837
Re: Ignore DEHSUPP
I was thinking in terms of player convenience, and possible oversight. For instance, I've lost count of the number of people who've asked why they can't get BTSX to work and it's because they're only loading one of the two included wads.
- Mon Aug 10, 2020 8:54 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Ignore DEHSUPP
- Replies: 4
- Views: 837
Ignore DEHSUPP
For the Negative 1 project , a few non-replacing things have been added via DEHEXTRA. A couple of people wanted the project to be ZDaemon compatible, so a DEHSUPP was created for players using that port. Unfortunately, when GZDoom detects the DEHSUPP lump it will automatically disable the DEHACKED ...
- Mon Jul 13, 2020 5:37 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3109
- Views: 396831
Re: SLADE Discussion - Latest: v3.1.12 (26/May/2020)
This may have been reported before (196 pages is a lot to look through!), but I've recently discovered the following: If you remove (and presumably add) one or more patches from PNAMES without modifying the TEXTUREx lump(s) at the same time, when the changes are saved any textures which reference ...