Resource Request thread *Read 1st post*
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- LossForWords
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Re: Resource Request thread *Read 1st post*
i hacked apart some old scuba steve/mike12 sprites to make a jackhammer, but i couldn't find a decent way to add a body/core for it, so, could anyone help me with this?
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- Skelegant
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Re: Resource Request thread *Read 1st post*
How's this?LossForWords wrote:i hacked apart some old scuba steve/mike12 sprites to make a jackhammer, but i couldn't find a decent way to add a body/core for it, so, could anyone help me with this?
- Captain J
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Re: Resource Request thread *Read 1st post*
Oh my goodness you're really good at making metallic parts. The filled part might need more tilting to the right, but other than that, looks mighty fine!
- LossForWords
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Re: Resource Request thread *Read 1st post*
that's fantastic, but idk, something feels off about the angle, maybe it needs a little tilt to the right, like cap said, but other than that, it's perfectSkelegant wrote: How's this?
Re: Resource Request thread *Read 1st post*
Does this fit the bill? I'm not sure what you mean by "darker contrast".Mav3r1ck wrote:I'm looking for a custom palette that gives Doom a darker contrast. Would anyone who are familiar with palettes direct me to custom palettes that will do that?
https://www.doomworld.com/forum/topic/1 ... e-palette/
You can also take a look at:
viewtopic.php?f=46&t=60907
https://www.doomworld.com/forum/topic/9 ... or-dm2pal/
https://www.doomworld.com/forum/topic/1 ... -pallette/
Also SLADE comes with a bunch of variant palettes by default.
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Re: Resource Request thread *Read 1st post*
is there a doomguy hand version of this, with glove?
Re: Resource Request thread *Read 1st post*
Incorrect post - please delete.
Last edited by DoomN00b on Thu Jul 11, 2019 12:53 pm, edited 1 time in total.
Re: Resource Request thread *Read 1st post*
Has anyone got something like this, but better?
You'll probably recognise it, it comes from TNT.WAD (texture ASPHALT) and I am using it as a rocky, gritty, volcanic-ash-like floor in fairly open areas. However, when doing so, the repeating patterns on the tiling and the fact that there has been a bit of mirroring/cloning to get it to tile means that something better might be possible. I've googled lots of asphalt (and similar) textures and, after a bit of work by me, came up with these two:
Ideally something around 256x256 in size would be ideal because that would also help minimise any pattern repetition.
You'll probably recognise it, it comes from TNT.WAD (texture ASPHALT) and I am using it as a rocky, gritty, volcanic-ash-like floor in fairly open areas. However, when doing so, the repeating patterns on the tiling and the fact that there has been a bit of mirroring/cloning to get it to tile means that something better might be possible. I've googled lots of asphalt (and similar) textures and, after a bit of work by me, came up with these two:
Spoiler:They are OK, but look less natural, a bit too uniform and not quite rough or "chaotic" enough versus the TNT texture.
Ideally something around 256x256 in size would be ideal because that would also help minimise any pattern repetition.
Re: Resource Request thread *Read 1st post*
That's quite nice, and I may even use it in places (thanks) It's repetition is far less obvious than with the TNT one. However, it still lacks some of the irregularity that makes the TNT one almost look as if there are slight peaks and troughs (like the ash has sort of irregular ruts and piles in/on it).
[edit]
I made this by combining the TNT one and yours. It looks quite decent in game but still looks a bit "featureless" compared to the original.
[edit]
I made this by combining the TNT one and yours. It looks quite decent in game but still looks a bit "featureless" compared to the original.
- Kappes Buur
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Re: Resource Request thread *Read 1st post*
Thanks, that's really useful. I used a couple of them as additional sources of blending and mixing and came up with...
which is pretty close to what I was looking for.
The heavy "footprints" towards the upper-middle might be a bit obvious as a recognisable feature that repeats as the texture tiles but, given that I'll stick with 256x256 unscaled, that shouldn't be too bad in Doom-style maps.
Thanks again.
[edit]
A bit more tweaking - even closer to what I was looking for and repetition patterns are less obvious in game:
(it was actually the darker patch towards the bottom right that was the most obvious repeat when seen in game, not the "footsteps".)
[/edit]
which is pretty close to what I was looking for.
The heavy "footprints" towards the upper-middle might be a bit obvious as a recognisable feature that repeats as the texture tiles but, given that I'll stick with 256x256 unscaled, that shouldn't be too bad in Doom-style maps.
Thanks again.
[edit]
A bit more tweaking - even closer to what I was looking for and repetition patterns are less obvious in game:
(it was actually the darker patch towards the bottom right that was the most obvious repeat when seen in game, not the "footsteps".)
[/edit]
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Re: Resource Request thread *Read 1st post*
Looks almost like Basalt-ish. Holey, and Rough! Really detailed texture there.
Re: Resource Request thread *Read 1st post*
Doh! Yes, that's the word I was looking for when I was trying to describe the original request.Captain J wrote:Basalt
Variations:
- LossForWords
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Re: Resource Request thread *Read 1st post*
Does anyone have angled spas-12 sprites that aren't the Duke 64 one?