I believe I made a github account, and have attached a folder to it with my DHTP work.
my Github is named Kars. It's a new program to me and I don't know yet how to upload textures to the DHTP project.
The blood on the wall looks very nice.
I often have the feeling some texture is done, I post it here, then I learn it needs a bit more tweaking. Then I get back to work find some additional flaws, decide to roll back or decide to start from scratch, but but but in the end it works…
I've been studying the metal texture a bit more,
Some curves, a bit of smoothing, a few subtle gradients, metal and rust separation, bringing the colours and levels close to the original.
Although the pipes are colour and brightness correct I'll make a bit more shiny version tomorrow evening.
The metal textures you're getting into is are pretty though to get close to the originals!
From your base I gave it a try to bring it even cl…
Krazlegan, initially I forgot to apply the 'seamless tiling' before posting the updated textures, later I edited that post with the improved versions; that's why your version did not match, - sorry.
Thank you deus-ex for the complements, I really a…
Ok I did the ashwall1 and 3 to:
I'm looking through the BD code to see if / how I can turn his retexturing off.
DYNAMICLEV.txt seems to have some texture info, as well as CVARS.txt
Ok I think it may be in de ACS su…
I know and recognise the BD texture problem, I wonder if BD replaces some original textures with a SAME named texture, or does BD textures have an original name?
Your texture does differ too much to the original in:
1) light direction: should be…
Ok lads, I did rework all the fall textures, adding a second / third layer, and tuned the colours and brightness to be even more close to the originals.
Original fall and water:
Thanks for the recognition and encouragement. I've made the waterfall version.
As you see the new one is a bit darker, but this is (again) to make it fit the water floor texture. This water…
Thank you for the compliments, and the animation Gif. God knows how hard this bfall was to make, but now I know
The slime / nukage looks like a simple recolouring, likewise is the waterfall.
I think I can make the drops to be more transparent, ta…
Tiling will be solved, the base texture is actually much taller (x3), so it's a matter of taking a lower crop. I await a bit more feedback before I make the final push. It's the hardest one I've ever done. Thank you for your response
I'm secretly working on the bloodfall textures.. very challenging stuff getting the animation to look good, like the original and 'natural'. Yes I know I still have to do a few tekwalls. I'll do that after the Bfall's.
- great work on the ceiling…
Another great texture in the making. I think the stones may grow a tiny bit, have a bit more light, and the whole needs a tiny reduction of the colour red. But if this final I'm also very happy. If you ask me I would say on to the next one, because …
Question: is it possible to change the in game texture size?
Example: a flat grass texture has now the size of 64x64, but to change this into a 1024x1024 texture spread out over a 1024x1024 space?
Brutal doom seems to do it, and I think the larger…
in the aspect of the texture looking way too clean, I think one can apply appropriate amounts of mud, algae, material definition, etc. The only thing I think is important is that when the new texture is resized to the old it has the same colours, co…
Two months ago I got a new big 43"UHD 3840x2160 monitor, and I want you guys to know that the high resolution textures are appreciated even more. Hi res good looking gun models are also on my wish list now, as the low res graphics start to stand out…