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[Resource] Ceeb's stuff!

PostPosted: Fri Mar 05, 2010 9:15 pm
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

Re: [Resource] Ceeb's texture rips

PostPosted: Fri Mar 05, 2010 9:58 pm
by Ichor
Both files seem to be corrupt.

Re: [Resource] Ceeb's texture rips

PostPosted: Fri Mar 05, 2010 10:06 pm
by Ceeb
Ichor wrote:Both files seem to be corrupt.


They most certainly are not. Bear in mind, both PK3s are actually 7Zips.

Re: [Resource] Ceeb's texture rips

PostPosted: Sat Mar 06, 2010 4:48 am
by wildweasel
Try naming them PK7 - I seem to recall that being the agreed-upon extension for 7-zipped pak files.

Re: [Resource] Ceeb's texture rips

PostPosted: Sat Mar 06, 2010 3:16 pm
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.

Re: [Resource] Ceeb's texture rips

PostPosted: Sat Mar 06, 2010 7:05 pm
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:

Re: [Resource] Ceeb's texture rips

PostPosted: Mon Mar 08, 2010 1:32 am
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.

Re: [Resource] Ceeb's texture rips

PostPosted: Mon Mar 08, 2010 12:46 pm
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

Re: [Resource] Ceeb's texture rips

PostPosted: Mon Mar 08, 2010 3:15 pm
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. :|

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

PostPosted: Mon Mar 15, 2010 4:30 pm
by Ceeb
See the first post. I did some organizing and added code samples of mine. :yup: Plans for more later.

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

PostPosted: Mon Mar 15, 2010 6:56 pm
by Shadelight
Since when could you use translation on textures?

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

PostPosted: Mon Mar 15, 2010 7:17 pm
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.

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

PostPosted: Tue Mar 16, 2010 12:30 am
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.

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

PostPosted: Tue Mar 16, 2010 12:57 pm
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.

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

PostPosted: Sun Mar 28, 2010 10:09 pm
by Ceeb
Added a new texture pack you guys may find useful. ;) Also submitting to Realm667.