Some crystalline textures that fit in doom.

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Dynamo
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Re: Some crystalline textures that fit in doom.

Post by Dynamo »

Make a crystalline version of that, it would perhaps look better.
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Blox
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Re: Some crystalline textures that fit in doom.

Post by Blox »

Pick your poison:

Image Image EditEdit: Image Edit: Image Image

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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printz
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Re: Some crystalline textures that fit in doom.

Post by printz »

Excuse me, but aren't they kinda blurry?
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ETTiNGRiNDER
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Re: Some crystalline textures that fit in doom.

Post by ETTiNGRiNDER »

Blox' blue and cyan versions remind me a little of Commander Keen (Secret of the Oracle, in particular)
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Minigunner
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Re: Some crystalline textures that fit in doom.

Post by Minigunner »

I felt like screwing with Blox's recolor:
Image Image
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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Tormentor667
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Re: Some crystalline textures that fit in doom.

Post by Tormentor667 »

That one is still the best one!
http://i.imgur.com/Pf4Ij.png
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Nightfall
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Re: Some crystalline textures that fit in doom.

Post by Nightfall »

I'm gonna steal these too. :P
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Minigunner
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Re: Some crystalline textures that fit in doom.

Post by Minigunner »

Maybe some brightmaps (and an additive overlay) should be created to simulate the reflection of light.
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printz
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Re: Some crystalline textures that fit in doom.

Post by printz »

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

Not until we get to rely on GZDoom maps that use ONLY dynamic lights and no parallel sector lights.
Gez
 
 
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Re: Some crystalline textures that fit in doom.

Post by Gez »

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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Enjay
 
 
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Re: Some crystalline textures that fit in doom.

Post by Enjay »

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.
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printz
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Re: Some crystalline textures that fit in doom.

Post by printz »

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.
I'm leaving replying this for another occasion, for it is off-topic here sadly.
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Amuscaria
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Re: Some crystalline textures that fit in doom.

Post by Amuscaria »

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.
Because every game should be like Call of Duty!! (sarcasm)

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