[Resource] Ceeb's stuff!

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
  • Is the resource ENTIRELY my own work?
  • If no to the previous one, do I have permission from the original author?
  • If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

[Resource] Ceeb's stuff!

Post by Ceeb »

Texture Packs

YOU SHOULD EXTRACT AND LOOK THROUGH THESE, NOT RUN THEM IN G/ZDOOM OR DOOM BUILDER!

Amulets & Armor textures, 1.4 MB, PK7

TekWar textures, 3 MB, PK7, animdefs

Witchaven textures, 2.5 MB, PK7, animdefs

Shadow Warrior textures, 3.8 MB, PK7, animdefs

Powerslave textures, 1.9 MB, PK7, animdefs

Fate textures, 1.81 MB, PK7, animdefs UPDATED

Legend Of The Seven Paladins textures, 1.58 MB, PK7, animdefs

Rise Of The Triad textures, 650 KB, PK7, animdefs

Daggerfall textures, 2.6 MB, PK7, animdefs

Daggerfall Skies, 37.14 MB, 7Zip archive

Adrenix textures, 1.62 MB, PK7, animdefs

Outlaws textures, 7.4 MB, in a PK7, animdefs

Half-Life, Blue Shift, and Opposing Force textures, 28 MB, PK7, animdefs

Might & Magic 6 textures, 29.23 MB, PK7

Might & Magic 7 textures, 18.52 MB, PK7, animdefs

Might & Magic 8 textures, 22.84 MB, PK7, animdefs

Flesh Feast textures, 4.02 MB, PK7, animdefs NEW (Ripped by Diodeus)

Sprite Packs

Witchaven weapons, 905 KB, 7Zipped

PO'ed weapons, 177 KB, 7Zipped

Music Packs

Quake 64 music, 16.3 MB, in a WAD, 7Zipped

Quake 2 N64 music, 21.1 MB, in a WAD, 7Zipped

Hexen CD music, 59.88 MB, in a WAD, 7Zipped

SNES Doom music, 141 KB, in a WAD, 7Zipped

Super Sonic Doom VGM music, 923 KB, PK7

Sound Packs

PlayStation Doom sounds, 521 KB, in a WAD, 7Zipped

PO'ed sounds, 1.14 MB, 7Zipped

Amulets And Armor sounds, 1.4 MB, 7Zipped

Turok: Dinosaur Hunter sounds, 840 KB, 7Zipped

Turok 2: Seeds Of Evil sounds, 2.93 MB, 7Zipped

Code Snippets

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. :yup: The solid colors are piss easy to do, but if you want more gradients, I'll do 'em if you ask nicely. :P By the way, sorry, these are for Doom only (although they ought to work in Action Doom 2), so sorry. :(

Solid colors with no new patches...
Spoiler:
Gradient color animations...
Spoiler:
Texture Edits

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.

Image

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.

Image
Spoiler: Train wheel TEXTURES code
Other Graphics

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.

http://www.mediafire.com/?z0yycmkqtmu - 80 KB 7z archive. Contains relavent TEXTURES code. Preview below.

Image
Last edited by Ceeb on Fri Oct 08, 2010 3:36 pm, edited 37 times in total.
User avatar
Ichor
Posts: 1783
Joined: Wed Jul 23, 2003 9:22 pm

Re: [Resource] Ceeb's texture rips

Post by Ichor »

Both files seem to be corrupt.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Resource] Ceeb's texture rips

Post by Ceeb »

Ichor wrote:Both files seem to be corrupt.
They most certainly are not. Bear in mind, both PK3s are actually 7Zips.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: [Resource] Ceeb's texture rips

Post by wildweasel »

Try naming them PK7 - I seem to recall that being the agreed-upon extension for 7-zipped pak files.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Resource] Ceeb's texture rips

Post by Ceeb »

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.
User avatar
Xaser
 
 
Posts: 10773
Joined: Sun Jul 20, 2003 12:15 pm

Re: [Resource] Ceeb's texture rips

Post by Xaser »

First they slaughter thousands give the .zip extension to game files and now they're expecting .pk3s to be extracted? Curse thee, foul backwardness!

What a world, what a world... :laff:
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Resource] Ceeb's texture rips

Post by Ceeb »

Well, in case anyone hadn't checked back, I've uploaded more texture packs.

These have all been approved for Realm667 as well, but get them here if you'd like them.
User avatar
esselfortium
Posts: 3862
Joined: Tue Sep 19, 2006 8:43 pm

Re: [Resource] Ceeb's texture rips

Post by esselfortium »

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. :p
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Resource] Ceeb's texture rips

Post by Ceeb »

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. :p
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. :|
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Resource] Ceeb's texture rips and useful code

Post by Ceeb »

See the first post. I did some organizing and added code samples of mine. :yup: Plans for more later.
User avatar
Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Re: [Resource] Ceeb's texture rips and useful code

Post by Shadelight »

Since when could you use translation on textures?
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Resource] Ceeb's texture rips and useful code

Post by Ceeb »

BlazingPhoenix wrote:Since when could you use translation on textures?
Since always I think. I've been using it since I learned the language.
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: [Resource] Ceeb's texture rips and useful code

Post by Gez »

Ceeb wrote:Since always I think.
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.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Resource] Ceeb's texture rips and useful code

Post by Ceeb »

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.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Resource] Ceeb's texture rips and useful code

Post by Ceeb »

Added a new texture pack you guys may find useful. ;) Also submitting to Realm667.

Return to “Resources”