View Full Version : Textures?
Macro11_1
January 2nd, 2007, 05:14 PM
Allright, I wana post 2 textures Ive made my self, get some opinions on them, and also perhaps (if Im good enough from these 2 posted textures) take requests? Because I seem to remember some one complaining that they needed a good gate texture??
Anywho, here they are, PLEASE give me advice on how to improve them!?
http://i3.photobucket.com/albums/y67/Macro11_1/DarkFloor4.jpg
Im currently using this one in my level. It goes well with lightgradients in my opinion. :P
http://i3.photobucket.com/albums/y67/Macro11_1/NDCP41TEX.jpg
Im thinking of using this for my level, dont know, I think it would fit better in a hell theeme. In any case If some one wants to use it (I know kind of late now) go ahead :).
Oh and before I forget; heres a link to my new map :: http://macro111.googlepages.com/My_NDCP_STUFF.rar
Its in *.RAR format, you can get winRAR from http://www.rarlab.com/rar/wrar362.exe
It may complain about buying the program (WinRAR) but it will never stop working, and there wont be any popups unless you browse an archive.
Ciao
Dutch Devil
January 3rd, 2007, 07:45 AM
The lower texture seems to be missing something in the lower left corner they look good bottom one would do good in an hell map.
Macro11_1
January 3rd, 2007, 01:06 PM
Hey Dutch Devil, thanks for the compliments :).
The lower texture is like that because I fuigured that it could fit as a hanging decoration, but looking at it again, it would do better to have the last bit of the frame right?
Danimetal
January 3rd, 2007, 02:50 PM
It would make for some beautiful window inside a red or fleshy frame... With this kind of textures you can also get interesting 3d effects: I wouldn´t mind seeing them rotate or float above a hellish teleporter.
As for the texture above... It seems to be missing something... I don´t know, maybe it´s too smooth for Doom´s style?.
Macro11_1
January 4th, 2007, 08:15 PM
Hey thanks Danmetial... Yeah I thought of making a stained glass version, but I fuigure its more versatile like it is, the hell symbole texture.
The first texture being too smooth, I think you may be right... but I dont know... you should try my map out and see how it looks in there so far. See if it looks horrible.... anywho, are there any texture requests? :P
PumpkinSmasher
January 4th, 2007, 09:25 PM
I keep thinking about making map30. Though I'm not sure if I will yet. But I was thinking new textures for the Icon of Sin may be nice, or possibly animating the textures. Just to make it look different for once.
Macro11_1
January 4th, 2007, 10:49 PM
I keep thinking about making map30. Though I'm not sure if I will yet. But I was thinking new textures for the Icon of Sin may be nice, or possibly animating the textures. Just to make it look different for once.
Dont know how well I can pull that off.... I can try... just give me an idea of what you want. Just a different Baphmohet texture? Just like, take a look at it and see if you actually want to use it lol, something like that, i dont want a level built around -_-. If ya know what I mean's
oh and *monkey* ^_^
Danimetal
January 5th, 2007, 04:44 AM
I keep thinking about making map30. Though I'm not sure if I will yet. But I was thinking new textures for the Icon of Sin may be nice, or possibly animating the textures. Just to make it look different for once.
About map 30, I just fantasize about a different map30 approach... The whole Icon of Sin thing is getting pretty much old :(.
CrazedImp
January 5th, 2007, 04:58 AM
Indeed, finding new ways to shooting rockets into a particular spot, or pressing a switch to activate a crusher gets a bit dull after a while. But since this project is Boom compatible and not something like ZDoom, you cant really do much else.
FATAL
January 5th, 2007, 07:06 AM
I have an idea, and will share it with anyone who decides to take the part, or even now if people are interested.
MR_ROCKET
January 5th, 2007, 07:17 AM
Indeed, finding new ways to shooting rockets into a particular spot, or pressing a switch to activate a crusher gets a bit dull after a while. But since this project is Boom compatible and not something like ZDoom, you cant really do much else.
Which pretty much goes for any other sourceport, </start sarcasm> I mean really, right before we put some script driven stuff in there, maybe we could fix the levels up with 3dfloors and make the maps like quake2 !<end sarcasm> :D But then there wouldn't be as much compatibility. as is Boom or standard Doom editing configuration is most compatible with most all sourceports not just a few. you know. But I see what you mean, script driven would make for some spiffy monsters an stuff.
btw hows those custom monsters going?
Anyhows, maybe we could fix up some sort of power levels texture theme (like a 20 hell style textures pack - and only use those 20 textures) Then from that point sketch and decide what we could do with the last few boss or secret levels.
Nice textures macro ;)
The layout of your level is looking cool so far and I dig all those steps back there :P are you going to make the other passage ways like that?
Danimetal
January 5th, 2007, 02:43 PM
Indeed, finding new ways to shooting rockets into a particular spot, or pressing a switch to activate a crusher gets a bit dull after a while. But since this project is Boom compatible and not something like ZDoom, you cant really do much else.
Many ZDoom bosses I´ve seen are really awful: a lot of firepower, a lot of health and little else except "Hey, this is a boss!!".
What I meant... Well, Boom allows for complex triggers, puzzles and even something I called "Binary tree scripts" (don´t look at me that way, I made them work for a puzzle!!) so there could be much, much more than killing the giant goat again and again. You know, even a decent map that is fun and has a sense of final accomplishment to it would fare better for me without the classic Icon of Sin stuff.
I have an idea, and will share it with anyone who decides to take the part, or even now if people are interested.
Start talking.
Macro11_1
January 5th, 2007, 04:43 PM
well, how about a gauntlet level... full of traps, and all you get is a chainsaw. There could be crushing ceilings, thin walkways with lost souls, cacos and revenants to push you off.
You could have a trap of imps spawn in with a crusher in the room, so the player has to crush all the imps and find a switch to proceed.
Theres many posibilities with something like that, if you ask me. Heck, ill bet a water trap is possible, the only problem being if the water gets above the player, it shows a hom.
thats just my idea.
Anywho, Back to my question, so No one has any need for a new texture for their level?
Danimetal
January 5th, 2007, 06:01 PM
Not exactly a HOM with the water thing: Boom support is there and it has some fake ceilings and floors to simulate water :). I think you can even regulate the water level but don´t trust me on that.
As for textures, I´m not needing any right now.
MR_ROCKET
January 5th, 2007, 06:16 PM
I started on a unvolunteered boss level for fun :D it's beginning to look like hell ;)
FATAL
January 6th, 2007, 04:07 PM
Here's my boss level thinking:
There is a boss spawner (or many of them) somewhere where the player can't see it nor ever touch it, but there is some regular type exit thing, a switch or such. The player would then have to fight under constant pressure against dudes spawning randomly in the whole level. While this relies very much on luck as the monsters spawning are always random, I think that if made difficult enough, it could work pretty well. It would require luck and skill. The longer the player has to stick around, the less dominant luck will be, as the player will meet more monsters. It could even be a rather small map, but with shitloads of switches to press all around the map to make the player work for it.
And Mr Rocket, if you don't use this idea, then you know what happens. Hint: Toothbrushes, LOTS of them.
Raptor Jesus
January 6th, 2007, 07:18 PM
That's a great idea "Barrel Chewing Dude".
are there any texture requests?
Yes. I made a thread about it. I'll linky you to it.
Well, it appears to be deleted :(.
Well, here are some screenshots of what I need.
I'm looking for a gate to go here
http://i51.photobucket.com/albums/f356/rapt10439/needgate.jpg
MR_ROCKET
January 6th, 2007, 10:15 PM
It's funny that you say that Fatal, I'v actually been thinking of something like that. :D
Now stop HAXING me !!!
I'm not sure how you want your gate to look Raptor, something like one of these?
http://img440.imageshack.us/img440/9463/gateconcept1sg9.th.png (http://img440.imageshack.us/my.php?image=gateconcept1sg9.png)
Raptor Jesus
January 6th, 2007, 11:06 PM
I was hoping a gate with a rounded top. It should be a gate that opens with 2 doors. Kinda arch shaped. That's the start of the map. You start with that gate behind you and there are trees everywhere. It's a castle deep in the forest.
MR_ROCKET
January 7th, 2007, 06:51 AM
All metal to match the gate texture your using, or wooden or both?
And solid or partly transparent?
When people request textures, a good description or concept drawing would help alot and save a bit of time :D
Sorry Macro, not wanting to take your thread, feel free to draw these up too :P
Raptor, I'm not sure how your map is looking right now, but if I could suggest something about the gate/fence your working with in the screenshot. Maybe make some 32x32 unit sectors, about 128 units high with brick or metal/support textures, and then space them along the fence about 128-256 units apart. It will help make the fence look like it couldn't be pushed over by the wind and actually give some structure and detail to it by just adding these supports. ;)
/shrug. donno, just a suggestion man.
Dutch Devil
January 7th, 2007, 07:42 AM
Those gates look nice Mr_rocket these might come in handy for an hell map :D
Danimetal
January 7th, 2007, 07:43 AM
I want some of the gates Rocket posted. Would make a MUCH better looks for some parts of map21. Are they on the resource wad?. I´ve compromised myself with not adding any textures!.
MR_ROCKET
January 7th, 2007, 08:05 AM
No they aren't in the resource yet, it's just a 10 min. jobby I fixed up last night and haven't tested in a map yet, but for the most part should look ok, hell maps included. ;)
I'v also fixed up a 160 unit wide rockwall type archway texture in this hell map I started on for fun. You guys might dig it. Give me a chance to clean them up a bit and I'll send them in to PS.
Edit:
Pm'd PS with zip.
There's not many but a little more to work with. Some requests are in there so make sure to check it out. ;)
in other words.. update the resource wad for us Pumpkin ! :D
Is this the gate you wanted Raptor?
http://img307.imageshack.us/img307/8571/mrarchgate1ko7.png
I must say for myself, those are some pretty spiffy double doors eh? :D
Macro11_1
January 8th, 2007, 01:33 PM
Arg, I swear, I will make a gate texture! lawl. Just you all wait *cranky*
By the way, do we have some sort of collection of maps? :P man I should go check the website, havent done so in so long....
Oh and school's started for me, so im expecting my maps to be delayed.
Any other texture requests? Im shure I, or rocket it seems... will get to making one. :)
Danimetal
January 8th, 2007, 01:47 PM
Okay... Okay, I need... Let´s see... Nah, I´m already using Jetflock´s vegetation (I´m sure he will be mad at me :P!) but I could do with a double gate like Rocket´s but without the frame, just the gates (or the frame in a separated texture)... I also think I could use some kind of stained glass, maybe with some of the monsters (the most evil looking of them, like barons) there. It´s a shame it would used little because it would become too commonplace.
MR_ROCKET
January 8th, 2007, 03:41 PM
Rofl macro I wasn't trying to take your thread lol, just trying to keep things rolling.
I figured what the hell man, if you have the chance to make something, don't pass it up or it may be awhile before the next chance heh. Besides, you inspired me to make some textures too. Now i'm getting addicted with the hell theme stuff. :D
There's actually some other versions of the double doors in the pack, even one without a frame, I donno why I made a version without a frame around it but I figured it could be used for something. ;)
Here's a demo shot of some other arch'd gates and things that are in the zip I sent to PS.
The double door without a frame is to the far right, though it doesn't have a slit down the middle so it kinda looks like a big window frame or something, maybe a steeple top. Up to you Dani, if you like the doors with the wooden kick boards, you can make a Dani version without it's frame if you want, we'l figure something out heh.
http://img293.imageshack.us/img293/4817/helltexturestuff2hz8.th.png (http://img293.imageshack.us/my.php?image=helltexturestuff2hz8.png)
There's a few more and a few flats, just not fitted in this screenshot.
Note* they havn't been sent to anyone but Pumpkin Smasher..
MR_ROCKET
January 10th, 2007, 12:25 PM
I just hope it wasn't to late to spit out some hell textures..
I want to make more. Macro can take requests :D
Danimetal
January 10th, 2007, 01:25 PM
Well, Macro, are you up to the Stained Glass Texture challenge ;)?. That would be hell sweet combined with some metal or wooden frames :).
As for Rocket´s gates... Has PS uploaded them already?. I plan on doing some mapping this weekend (damn real life!!!) and I´d love to put my dirty hands on them!.
Macro11_1
January 10th, 2007, 02:43 PM
Danimetal, your posts are just so caustic and dirty *weird*
but yeah, Ill try making one tomorrow... So you want the larger monsters like barron and archvile? Well hopefully I can come up with something.
Anywho, just as an update.... im so tired... its been24 hours since sleep...*sick*
If this goes on longer, I may be chewin grey matter on the side.
Danimetal
January 10th, 2007, 03:46 PM
Sleep deprivation rules XD!!!.
As for the texture, I could use anything like 64x92 or 64x128 :). You know what would be excellent?. To get a real stained glass effect the glasses and the joints could be in different textures so the glasses are transparent and the joints aren´t. Also, if it´s not asking a lot you could double their x size and create mirrored versions of them ;).
Raptor Jesus
January 10th, 2007, 05:33 PM
Raptor, I'm not sure how your map is looking right now, but if I could suggest something about the gate/fence your working with in the screenshot. Maybe make some 32x32 unit sectors, about 128 units high with brick or metal/support textures, and then space them along the fence about 128-256 units apart. It will help make the fence look like it couldn't be pushed over by the wind and actually give some structure and detail to it by just adding these supports.
Sounds like a pretty good idea. I like those gate textures. I could use those assuming they aren't too small. I might do a little editing to them though :D
MR_ROCKET
January 10th, 2007, 08:45 PM
If you do any editing to it Raptor, just make sure to save it with your initials so nothing will get mixed up.
But whats the point in having someone make you a texture if your then going to change it? lol
It is just a standard 128x128 unit texture.
Dani, no I haven't heard from PS yet, I'v sent him a pm but thats it so far.
His inbox might be full, I donno.
Raptor Jesus
January 11th, 2007, 05:48 PM
I'll probly just get rid of the border so it fits in with the fence
MR_ROCKET
January 11th, 2007, 06:35 PM
You should probably see what it looks like in your map first lol
MR_ROCKET
January 17th, 2007, 01:20 PM
Soon!, I just pm'd PS with a slight update. ;)
Some of you hell map makers may dig some of these.
Danimetal
January 17th, 2007, 01:53 PM
Waiting then... I´m sure I could have some slightly different resources.
Macro11_1
January 19th, 2007, 03:33 AM
Just a wip so far, as I have yet to decide on alot of the atstetics... but since I gots sumthin... any one want to comment on it, or give me suggestions? :)
http://macro111.googlepages.com/NDCPtexture_Stained1.jpg
Is it something like what you were lookin for Dani?
Oh and sorry for the slow reply... just wasnt feeling inspired till just now. :P go fuigure.
g6672D
January 19th, 2007, 06:33 AM
Are there any good charred rock/brick textures (like in Doom3) in the resource WAD? On the other hand, maybe I'll name my map "Nostalgia" and use the old Doom WAD resources... :p
I'm now 15% done by the way.
Danimetal
January 19th, 2007, 09:07 AM
Is it something like what you were lookin for Dani?
It´s taking a shape I like but, isn´t it too big to be a standard Doom texture?. Throwing in some monster or doom iconic stuff will definitely make the trick for me. Add some colorful glasses, mirror it and we´re ready to go ;).
Edit: Rocket, clean up your PM box!!.
Macro11_1
January 19th, 2007, 01:56 PM
Yeah man, its too big right now. But Its easyer to start large and then size down. :)
So you want some monster in there? Allright. Im going to see if I cant put in an archvile some how. :)
Unless you have another monster you want in there. And do you want more stained glass textures?
Also about that gate texture... the only problem Im having is trying to fuigure out a way to make the arch. -_- oh well... now on to homework :(
MR_ROCKET
January 19th, 2007, 03:42 PM
Pm box cleaned Dani..not much though, you know how theres a bunch of stuff in there that you want to keep sometimes? Ok I'm a pack rat lol
I think there might be something like that in the resource already g6672D, but I could make a few like you want if needed. In these hellish textures that aren't in the resource yet, some of them are red ashy looking with border - most are red theme'd so I'm not sure if they will be fitting for what you want.
There arent many textures in it, I just hope some will be usable in the updated set I sent to PS.
The gates and archways stuffs look cool I guess and the flats, but I'm not 100% happy with the wall textures, I feel there is more I could do with them.
Macro11_1
January 19th, 2007, 04:18 PM
128x192 sorry, I couldnt get it down to the size you wanted cos... other wise It looked way too blurry. I tried tho :(
http://macro111.googlepages.com/NDCPtexture_Stained4B.jpg
http://macro111.googlepages.com/NDCPtexture_Stained4.jpg
The only thing I have had a hard time in the past with is matching the colour of the Metal texture in doom. I just cant do it... so I use an overlay :D
Anywho... Supr*surprise* se
Tell me what you think?
MR_ROCKET
January 19th, 2007, 05:13 PM
Looks cool Macro ;) I dig it.
Yeah those pixels can be a pain sometimes heh. The metal looks fine. Besides, it will end up in it's own sector frame before it's all said an done.
Only thing I could really bitch about would be the Soulsphere, seems a little outta place. But may look a bit different once viewed in game.
Danimetal
January 19th, 2007, 05:44 PM
I agree on the soulsphere. Seeing it coloured I could even use it without the arch-vile!... As for 192, I guess I´ll have to split it because otherwise it won´t be 100% compatible with that height. If you could take out the soulsphere and invert the pentagram I will definitely use it.
Now for another thing, who will be first?. This time a want a 128x128 mirror frame. Absolutely no other sizes, please, I have the architecture already done :)... I´m thinking about something in the lines of what is seen in one of the blue Jetflock textures: a big, hollow circle... I´m, in fact, using that texture right now as a placeholder. The frame could be done of absolutely any material but greyish stone or marble would rock. I wouldn´t like it red. For whatever that´s outside the frame I could use something like the Gstone textures.
Anyone willing ;)?.
MR_ROCKET
January 20th, 2007, 08:52 AM
No fingers pointed.
Anyone requesting personal textures please be specific. We cant read your mind.
No one wants to work on a single texture for someone all week long because they haven't been clear enough with their concept.
So let us know what the hell to draw for you so we wont have to go back to it over and over ;)
Thanky's
Sinisterly Mr dot texture :D
Macro11_1
January 20th, 2007, 04:04 PM
http://macro111.googlepages.com/NDCPtexture_Stained3d.jpg
hows that?*cheers*
oh and by the way, this is in highcolour... so it may not look the same when I convert it :( (I hate that)
Dutch Devil
January 20th, 2007, 04:08 PM
That looks great but it looks like the palette will mess it up.
Danimetal
January 20th, 2007, 04:10 PM
hows that?*cheers*
Great!. Please, get it to the right size and palette and give it to me :P. I know exactly where I would put it.
Macro11_1
January 20th, 2007, 04:33 PM
Ok hold on, posting... IT actually turned out great :)
By the way, who here gets on irc... and where do you usually hang out?
*just wasnt expecting such a quick reply*
Right click the image and go save as ^_^
http://macro111.googlepages.com/StdFrm.bmp
http://macro111.googlepages.com/Std.bmp
You just might need to convert the white pixles in the frame in XWE to the proper colour... if you need me to do that too, just reply :)
Oh and also heres a test level, for zdoom... cause the texture is kinda tall. :P
http://macro111.googlepages.com/TextureTest.wad
Danimetal
January 20th, 2007, 05:06 PM
Hmm... I like a lot how it looks but I don´t think that Boom compatibility allows for walls taller than 128 units. Since the texture is 192 units tall I could do some trick with upper and lower textures to apply it but being the point of it to apply the 260 Boom linedef tipe (transparent) to the texture containing the coloured glasses I need the texture to be in the "middle" slot.
Is there anyway aside from resizing that I can have this with 128 units tall?.
Edit: I don´t get into IRC, sorry :(.
MR_ROCKET
January 20th, 2007, 05:19 PM
There's not many different ways to do that, but in this case the quickest would be to resize the texture to about 89x128. Or to help keep a larger scale, you could make it a 2 piece and could be split apart horizontally at the middle of the largest circle just below where the soulsphere was sitting, at that line. top would be 128x128, bottom would be 128x53.
Awesome texture though man. ;)
Macro11_1
January 20th, 2007, 09:27 PM
http://macro111.googlepages.com/StdFrm.bmp
http://macro111.googlepages.com/Std.bmp
:( damn pixles... so friggen boxy
And Danimetal, ill see what I can do about your mirror frame and stuff... just describe it in a bit more detail. Also, do you have any symboles you want to see on the frame?
Also, you referenced jetflocks texture, could you email me it... or post the Patch name the exact texture?
[EDIT] Hurra! I postwhored my 100th post. I now gain +1 post! ^_^
MR_ROCKET
January 20th, 2007, 10:43 PM
Hey macro, I edited my post up there, try out the 2 piece idea also ! :D
Plz.
Here, this is what I mean. to keep our height compatibility, yet still have a larger scale that I'm sure you want.
http://home.comcast.net/~mrrocket/temp2/2mac.jpg
PumpkinSmasher
January 21st, 2007, 08:14 AM
By the way, who here gets on irc... and where do you usually hang out?
I do, but usually at random times.
Danimetal
January 21st, 2007, 09:26 AM
:( damn pixles... so friggen boxy
And Danimetal, ill see what I can do about your mirror frame and stuff... just describe it in a bit more detail. Also, do you have any symboles you want to see on the frame?
Also, you referenced jetflocks texture, could you email me it... or post the Patch name the exact texture?
It looks right to me :). I´m going to put it in my map when I fire up Doom Builder. As for the mirror frame, don´t worry, I can just get the texture and mirror it myself. You know, it´s just to achieve some realism because a stained glass looks right from a side and inverted from the other. About the symbols, I think you could even leave it like that, it´s beautiful this way.
About Jetflock´s texture, no need to. I finally managed to get something with Rocket´s contributions but I greatly appreciate your help :).
Rocket, that´s the idea I had... I think I could use them but it will eat twice the linedefs... Just let me think about it for a while and I could post the results :).
Edit: Here´s the result:
http://img320.imageshack.us/img320/9895/doom00088jq.th.png (http://img320.imageshack.us/my.php?image=doom00088jq.png)
I finally took the full sized texture and put it in my map. It only happens once during the whole map but I think it´s worth it :D!!!. As it´s looking to the outside of the map there´s no need for a mirrored texture.
Has anyone else noticed a texture error with the newest resource on PrBoom+??.
MR_ROCKET
January 21st, 2007, 10:58 AM
Yeah that's really the only bad thing about splitting it, having to slap a small 1 unit thick sector in front for the lower part of the upper texture line.
Well it's up to you Macro man, it's just if you set it next to a door, it's the same height as the door and I know that wasn't your plan with it, it was meant to be a pretty good sized window. I'll see what it looks like split in a test map and let you know if it looks anygood or not. Unless your already on it? :D
Edit:
Ok I see dani has tested :D, looks good.
Man I tells you what, NDCP2's hell is gonna be pretty freakin nice looking lol.
Shall we make some blood stains to sort of break it in a little?*evilol*
Danimetal
January 21st, 2007, 11:20 AM
It could be good to have some blood stain textures as if they were decals to decorate the maps.... Don´t count on mine´s though, that would only consume more linedefs!.
MR_ROCKET
January 21st, 2007, 11:39 AM
Yeah true 4 per flat and the good ones would use 16 at a time.
Blah I'm gonna look into making some anyway, so thair! :D
PumpkinSquisher have you downgrabbed my textures yet?
I pm'd them to you.*grin*
Macro11_1
January 21st, 2007, 02:28 PM
d'ya really need me 2 split the texture? :( Im so lazy...
Like seriously. lol.
By the way, is that tested in boom? cause I tested in zdoom, and it wasnt that transparent. (then again I could up my transparency.... :|)
MR_ROCKET
January 21st, 2007, 05:14 PM
Split it also, have 2 versions, 1 split and one unsplit. 2 and 1/4 textures :D
Dani's shot of it looks like boom type 260 maybe.
Has anyone else noticed a texture error with the newest resource on PrBoom+??.
That's not the newest resource, from what I just recently noticed the resource hasn't been updated..
And PS hasn't responded to much since he's been back..a yes or no or something would be perfect :D
Now I'v been meaning to ask, could anyone use any of these in their map?
If not then I'll just put them in a DM map or something..
http://img153.imageshack.us/my.php?image=weee3eu.swf&width=1024
If your using Flash 9, you should be able to view the screenshot at different sizes.
The the image could only be so large to upload it to Imageshack.
Here's (http://home.comcast.net/~mrrocket/temp2/pix_textures/weeeeeee.jpg) a little better shot if that didnt work for you.
Let me know what you think. ;)
Dutch Devil
January 22nd, 2007, 02:19 PM
Yummie I see some great looking textures Rocket my third map is gonna be hell, yeah I say put those in as well.
I like those with the gargoyles and satyr and lions like that pentagram behind it as well.
Danimetal
January 22nd, 2007, 02:53 PM
If you could post them in a more tidy image... Yours makes me mad :P?... I say put them in and let´s use them!. There are still slots to be filled so every new texture is a new possibility :).
Anyway... Hey, hey, hey, I have a request!. Do you remember the gate thingy?. Well, this one goes for whoever gets it first!. I need a metal gate, a gate with a bit or rust that could fit in hell... Sort of what was posted on this thread before BUT I want it without a frame (because it´s on an outside area) and fitting on a 128x128 texture that can perfectly be mirrored. It should have a shape like this:
http://img262.imageshack.us/img262/2849/door2ey.png (http://imageshack.us)
Where the thin black lines are bars and the fat ones are part of the gate itself. You know, something that looks gothic, arched and so on.
Bonus points are awarded if some demonic symbol is carved either on metal or stone in the red circle... In fact, there are going to be 3 doors on the map so we could have a 384x128 texture with 3 gates on it, each one with a different symbol. I suggest the satyr, lion and that other thing that populate Doom textures.
Also, some screws or nails on the door, as if they were keeping a plate in the "Fat bottom part" (yeah, laugh now) would also be appreciated. Post your WIP to keep it open to suggestions :).
Raptor Jesus
January 22nd, 2007, 04:12 PM
That is what I want <3. Thank you Danimetal <3. I'm not very descriptive :(
rustyslacker
January 22nd, 2007, 04:17 PM
Just use Danimetal's texture. It looks fine.
jetflock
January 22nd, 2007, 04:22 PM
i am gonna take a stab at your texture dani. show me a picture of the fence its connected to.
Raptor Jesus
January 22nd, 2007, 05:32 PM
I should just use his texture. That's very doomy. Horrendous but doomy :D
MR_ROCKET
January 22nd, 2007, 07:27 PM
I'v already made that last week, It's in the hell textures pack. -waiting for PS to add them to the resource wad..or not?
http://img292.imageshack.us/img292/8557/mrhel22ci.png (http://imageshack.us)
There's 3 different versions of it.:D There's also 2 piece version and a version with a frame.
Every hell style texture I made isn't visible in this screenshot (http://home.comcast.net/~mrrocket/temp2/pix_textures/weeeeeee.jpg) heh.
But most are..
Danimetal
January 23rd, 2007, 04:02 PM
Well, not exactly. I need the texture to cover the whole 128 horizontal span so it should be a bit less arched and also wider. Sorry for my drawing, I forgot that detail!.
Jetflock, the fence is only connected to a thin, 8x8 sector with one of those vertical trim metal textures (like D_SOMETHING). That sector is connected to GSTONE columns.
PumpkinSmasher
January 23rd, 2007, 04:05 PM
Well, not exactly. I need the texture to cover the whole 128 horizontal span so it should be a bit less arched and also wider. Sorry for my drawing, I forgot that detail!.
Can't you just make a shorter line for the texture and offset it?
MR_ROCKET
January 23rd, 2007, 09:28 PM
Well I'm not going to play guess work with you Dani :D - It's been 2 pages ?
And if you want a penis shaped texture, your going to have to draw it yourself !
rofl..
Danimetal
January 24th, 2007, 06:21 AM
@PS: I could, but it would totally fuck up the map :(.
@Rocket, I think I could try and give any of your textures an... Edit ;). Send me PM in case.
MR_ROCKET
January 27th, 2007, 01:10 AM
http://img255.imageshack.us/img255/8295/mrgateaga3.png
Maybe this will work for you Dani, it's in the resource wad now.
Danimetal
January 27th, 2007, 07:16 AM
Could almost do it but... Err... (me prepares the speech)... I´d have to do some modifications to it, specially because the texture has no... point it rotates around, I mean, the left and right borders are too archy.
FATAL
January 27th, 2007, 08:12 AM
Hinges, you English non-speaker.
Danimetal
January 27th, 2007, 08:17 AM
Yeah, hinges you too :P.
MR_ROCKET
January 27th, 2007, 05:38 PM
3 pages and your still telling me how you want the texture to look?
rofl.
Between this (http://forums.newdoom.com/showpost.php?p=493537&postcount=25) and the picture you drew up there, you didn't want a frame.
But just now you decide you want hinge's? should have told me that last week :D
Geez, someone please close this thread lol..
PumpkinSmasher
January 27th, 2007, 07:07 PM
/me laughs and chooses not to close thread.
Danimetal
January 27th, 2007, 08:42 PM
But... You know Rocket, a door should have hinges :P... No prob at all, I shall use yours, since when a Doom map has to care about hinges ;)?.
MR_ROCKET
January 27th, 2007, 09:41 PM
Anything specific about the hinges?
tap tap tap..
FATAL
January 28th, 2007, 02:07 AM
Yeah. Because Danimetal is a bit of a queer, you should decorate the hinges with flowers. Red and yellow.
Danimetal
January 28th, 2007, 05:46 AM
Errr... Nono, serious, don´t add hinges to it!!!. I´ve managed to use your texture as it is without problems and the hinges would be nothing but extra work no one would even care to check!. Serious, leave the texture as it is: it´s way more flexible that way.
As for flowers, I´d actually like them yellow, purple and red, to resemble to some flag. The ones in Fatal´s cwilv picture should be white and blue.
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