OSJC's Resources (mostly map decorations!)

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
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osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

OSJC's Resources (mostly map decorations!)

Post by osjclatchford »

treez geez.PNG
feel free to use...

works good on a randomizer especially on levels like tnt map17...
treeshot.JPG
here's the rest of the stuff in this thread :wink: :

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bigger tree

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leafy trees

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torchtree variants

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grass

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shrubs

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texture version

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hedges

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vine patches with clean tops

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smoke

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and where theres smoke...

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bigass candle

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recoloured heretic volcano and new hot-rocks

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barrel 'skins'

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wooden barrels

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And a doom64 resize

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dinked and dented barrels

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barrels busting instead of exploding anims

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barrels laying down...

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firecan exp

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propane gas can

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duke3d scale barrels in doom colours

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half life variants

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other variants

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new barrels rescaled to doom asset scale size

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daisy

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daisy II !

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Dragonflies! (from amiga's jurassic park)

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dead civilians designed to match the hanging bodies from doom2...

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crazed/insane civillians (green for the indended use of translation code)
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version 2 (thanks to craneo, Bjecinst and DeeDeeOZ for the extra walk and jump/crouch/stand frames!)

download/file.php?id=37326&mode=view
"the possessed" monster and its extra frames and variants... link because image is apparently too large? madness...

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hangy ceiling gore for crushers

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'arcane' versions of barrel, both armours, stimpack and medkit

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more health bottles

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quake2 style stimpack

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doom64/quake/classic id hybrid keycards, skulls and runekeys

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necrodome pillar edits

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some heXen inspired stuff

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turned off and broken frames for lamps

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tnt inspired fences

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fireblu crystal deposits
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fireblu gem

feel free to use these for any projects.
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Last edited by osjclatchford on Thu Aug 25, 2022 12:28 am, edited 50 times in total.
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agaures
Posts: 303
Joined: Mon Jan 07, 2013 7:33 pm
Location: New Zealand

Re: trees!

Post by agaures »

Heh, they look cool. I like how they fit into doom so well.
osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

Re: trees!

Post by osjclatchford »

made this cheapo edit:
bigasstree.PNG
as a request for cmw1986.

reminds me of the soul-tree from sleepy hollow LOL

bit rubbish but meh...
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Onslaught Six
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Location: Hell.

Re: trees!

Post by Onslaught Six »

I think if the frontmost facing branch gave a subtle shadow on the main "trunk" it would look a little better.

As it stands, I still love the original trees, they look great and work well in anything.
osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

GRASS!

Post by osjclatchford »

ok not amazing but so far I've not seen it done well (others I've seen don't truely match the style and colour of doom well) and thought it could be used:
graza0.png
this tiny sprite I've made is more than it looks. in combination code such as this:
Spoiler:
and placed in the right enviroments it can make a map come to life, thus:
itstime to kickgrass.PNG
ok that is a great map anyway but I feel the little grass tufts can be used to good effect especially on ledges and cracked paving and also around trees and rocks. obviously its best when used in conjunction with the doom grass textures (in fact, having many placed in a rough grid over doom's grass1 or grass2 texture in larger plains can make whole areas of longer grass. not a bad way of slightly concealing smaller items/ammo 'in the rough' as it were...) but essentially I see no reason why they can't be used anywhere that grass and weeds would grow...
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Reactor
Posts: 2091
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Location: Island's Beauty, Hungary

Re: trees! now including GRASS!

Post by Reactor »

If you need some grass tufts and plants as static objects, check out "The Flower Garden", you might find some useful stuff there.
osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

Re: trees! now including GRASS!

Post by osjclatchford »

Reactor wrote:If you need some grass tufts and plants as static objects, check out "The Flower Garden", you might find some useful stuff there.
As I said before; not a great match for the classic doom style/colourscheme... shameless self plugging aside, I really don't think that photorealistic imagery suits doom style at all...
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Slax
... in rememberance ...
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Re: trees! now including GRASS!

Post by Slax »

Get some varied grass and length going and you might some nice looking grasslands.
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Nash
 
 
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Location: Kuala Lumpur, Malaysia

Re: trees! now including GRASS!

Post by Nash »

osjclatchford : that grass looks good! Blends really well with the original Doom assets. Maybe you should add some variations to the foliage for more randomness. :D
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zrrion the insect
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Re: trees! now including GRASS!

Post by zrrion the insect »

Those are some good looking sprites you've got there. A few variations on the grass would be nice, but as is its great.
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agaures
Posts: 303
Joined: Mon Jan 07, 2013 7:33 pm
Location: New Zealand

Re: trees! now including GRASS!

Post by agaures »

I made single strands of grass using the same colours as doom grass. Don't know if the lighting is any good.

Image
osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

Re: trees! now including GRASS!

Post by osjclatchford »

That looks good there agaures. Single strands would likely get very lost though... watch this space as i do have more stuff on the way. Variants on the grass along the lines of the trees (added randomness is good) and perhaps some other foliage and or bushes...
mallo
Posts: 1112
Joined: Sat May 22, 2010 12:49 pm

Re: trees! now including GRASS!

Post by mallo »

How about just objects that spawn random grass strands around it?
osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

BUSHES!

Post by osjclatchford »

see, man of my word:
bushes.PNG
a shrubbery!

oh and:
grasses.PNG
because randomision is sexier than the copy/paste look...
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Mav3rick
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Re: trees! grass! and bushes!

Post by Mav3rick »

any ideas if the trees and grass can have some animation? i think it will make them very unique and even give the ambient some live ;)

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