Are we posting redundant things now?Tormentor667 wrote:Awesome Enjay
Custom Texture Thread.
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NeuralStunner
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Re: Custom Texture Thread.
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Minigunner
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Re: Custom Texture Thread.
I found this SVG image that shows many of the warning signs. Do you think you can make signs out of those as well?
Spoiler:
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Amuscaria
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Re: Custom Texture Thread.
Some textures I made for DE's newer maps, mostly used for The Catacombs.


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Xaser
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Re: Custom Texture Thread.
Oh wow -- I really like these. Looks perfectly in style with Doom's graphics and it's good to see Garg and Satyr variants of BIGDOOR2 and WOODMET2. 
Also bones.
Also bones.
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Enjay
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Re: Custom Texture Thread.
I already did what I consider the most useful ones on that sheet. Were there any signs in particular you needed?Minigunner wrote:I found this SVG image that shows many of the warning signs. Do you think you can make signs out of those as well?
Also, excellent textures Eriance. Very nice, very useful. The garg etc textures are usefyul as Xaser said and I love the wall alcoves stuffed with skeletons/bones.
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Minigunner
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Re: Custom Texture Thread.
I'd say the Corrosive one would work in labs and in the presence of toxic blood pools that the scientists are too lazy to clean up. Also, Danger of Death for any lethal area that makes no goddamn sense
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Also, I like all those bones. Do you plan on making rotting corpses as well?
Also, I like all those bones. Do you plan on making rotting corpses as well?
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Enjay
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Re: Custom Texture Thread.
I already did a danger of death one. It's on page 7.
What I have noticed, however, is that the images tend to look a little bright in their original yellow when they are used in game. I have tried a more subdued yellow with a more orangey kind of hint to it. I think that it looks better but it doesn't reduce to the Doom palette very nicely.
Yellowy in Doom palette
More orange, not in Doom palette - but works well in game IMO (in GZDoom).

Anyway, corrosive.

To be fair, it's really not difficult to make these. A quick resize of an original image and paste a common border on to them pretty much does 95% of the job. Sometimes there is a little tidying to be done, but not much.
What I have noticed, however, is that the images tend to look a little bright in their original yellow when they are used in game. I have tried a more subdued yellow with a more orangey kind of hint to it. I think that it looks better but it doesn't reduce to the Doom palette very nicely.
Yellowy in Doom palette
More orange, not in Doom palette - but works well in game IMO (in GZDoom).

Spoiler:
Anyway, corrosive.

To be fair, it's really not difficult to make these. A quick resize of an original image and paste a common border on to them pretty much does 95% of the job. Sometimes there is a little tidying to be done, but not much.
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NiGHTMARE
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Re: Custom Texture Thread.
I'm working on some new WOODMETx variations:
Spoiler:
Last edited by NiGHTMARE on Thu Feb 02, 2012 12:50 pm, edited 2 times in total.
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Tormentor667
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Re: Custom Texture Thread.
I wouldn't consider this as redundant, the textures rock and I had the feeling to tellNeuralStunner wrote:Are we posting redundant things now?Tormentor667 wrote:Awesome Enjay
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NeuralStunner
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Re: Custom Texture Thread.
But, Enjay == Awesome, right?
NiGHTMARE: Still amazing! I don't think you've ever made a texture I disliked.
NiGHTMARE: Still amazing! I don't think you've ever made a texture I disliked.
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Tapwave
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Re: Custom Texture Thread.
NeuralStunner wrote:But, Enjay == Awesome, right?![]()
Code: Select all
const int Enjay == Awesome(9001);-
InsanityBringer
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Re: Custom Texture Thread.
Syntax error on line x: cannot assign boolean to int
(Unless it's acs. Then it doesn't really matter.)
(Unless it's acs. Then it doesn't really matter.)
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ETTiNGRiNDER
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Re: Custom Texture Thread.
Hail black metal--Heretic black metal, that is.

I based the skull ones on the continuous skull pile from RottKing's & Esselfortium's medivltx.wad, the rest of the edits are my own.
I probably should wadify these at some point, since some of them were made with the thought of taking advantage of texture multipatching to mix and match, but feel free to fiddle with them yourself.

I based the skull ones on the continuous skull pile from RottKing's & Esselfortium's medivltx.wad, the rest of the edits are my own.
I probably should wadify these at some point, since some of them were made with the thought of taking advantage of texture multipatching to mix and match, but feel free to fiddle with them yourself.
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DefconRazor32
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Re: Custom Texture Thread.
Personally it would be cool to see some these resources put into a wad that way they can be easily accessible without having to worry if the actual textures were still existing from the image hosters that they were hosted from. I been running into many of my own edits and variants put into wads for that exact reason so that if i ever had the textures people needed it would be in a wad that's why i made my own thread that houses over 500 entries in one whole wad. The thing I'm saying is if we have a whole bunch of heretic texture edits we could make a whole wad that continues to keep track of newer entries for that theme if there arise, and the same with doom 2 hexen and strife. I'm sure there are people who do strife texture manipulation would be cool to see those type. I think if we credit and get permissions from the users we could get this going and see how far we go . personally my idea it reminds me of the project called Baker's Legacy texture pack which had lots of user created content. I'm thinking on a bigger scale tho with my idea. Hope someone supports my idea.
I got lots of custom textures just not showing them all cause, i wanna see how every does their own.
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NiGHTMARE
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Re: Custom Texture Thread.
A set of textures inspired by Quake 1's BROWNGRN edit:
Spoiler:
Last edited by NiGHTMARE on Thu Feb 02, 2012 12:47 pm, edited 2 times in total.



