Some crystalline textures that fit in doom.
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Re: Some crystalline textures that fit in doom.
Make a crystalline version of that, it would perhaps look better.
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Re: Some crystalline textures that fit in doom.
Pick your poison:
EditEdit:
Edit:

I really don't know. Messing them up when they're like that is kinda hard.





I really don't know. Messing them up when they're like that is kinda hard.
Last edited by Blox on Sun Oct 23, 2011 8:19 am, edited 2 times in total.
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Re: Some crystalline textures that fit in doom.
Excuse me, but aren't they kinda blurry?
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Re: Some crystalline textures that fit in doom.
Blox' blue and cyan versions remind me a little of Commander Keen (Secret of the Oracle, in particular)
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Re: Some crystalline textures that fit in doom.
I felt like screwing with Blox's recolor:

The green one (emerald) is Doom-palette, but the golden one (gold, sulfur, amber, whatever) is not; it has the right coloration to be, though.


The green one (emerald) is Doom-palette, but the golden one (gold, sulfur, amber, whatever) is not; it has the right coloration to be, though.
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Re: Some crystalline textures that fit in doom.
That one is still the best one!
http://i.imgur.com/Pf4Ij.png
http://i.imgur.com/Pf4Ij.png
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Re: Some crystalline textures that fit in doom.
I'm gonna steal these too. 

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Re: Some crystalline textures that fit in doom.
Maybe some brightmaps (and an additive overlay) should be created to simulate the reflection of light.
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Re: Some crystalline textures that fit in doom.
Hahahaha, so basically hardware-rendered Doom will never be able to have bump- or specular-mapped (or something more advanced) dynamic light shine!Minigunner wrote:Maybe some brightmaps (and an additive overlay) should be created to simulate the reflection of light.

Not until we get to rely on GZDoom maps that use ONLY dynamic lights and no parallel sector lights.
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Re: Some crystalline textures that fit in doom.
Why would people want to have bump-mapping, specular-mapping, normal-mapping, parallel-mapping and diffuse-mapping in Doom? To me, a large part of the appeal in Doom is that you can create new environments with a simple image editor (even MS Paint will do) rather than have to use Photoshop and a dozen plugins to automate the creation of twenty-five different image files for a single texture.
Bright mapping is tedious enough already.
Bright mapping is tedious enough already.
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Re: Some crystalline textures that fit in doom.
And why is so much effort being put into variations of arguably the ugliest texture in game? 
Aside from the other issues it has, it always feels like the scale of that texture is very wrong to me.

Aside from the other issues it has, it always feels like the scale of that texture is very wrong to me.
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Re: Some crystalline textures that fit in doom.
I'm leaving replying this for another occasion, for it is off-topic here sadly.Gez wrote:Why would people want to have bump-mapping, specular-mapping, normal-mapping, parallel-mapping and diffuse-mapping in Doom? To me, a large part of the appeal in Doom is that you can create new environments with a simple image editor (even MS Paint will do) rather than have to use Photoshop and a dozen plugins to automate the creation of twenty-five different image files for a single texture.
Bright mapping is tedious enough already.
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Re: Some crystalline textures that fit in doom.
Because every game should be like Call of Duty!! (sarcasm)Gez wrote:Why would people want to have bump-mapping, specular-mapping, normal-mapping, parallel-mapping and diffuse-mapping in Doom? To me, a large part of the appeal in Doom is that you can create new environments with a simple image editor (even MS Paint will do) rather than have to use Photoshop and a dozen plugins to automate the creation of twenty-five different image files for a single texture.
Bright mapping is tedious enough already.