I still working on 3rd switch. As far as I know all of this faces come from some images library (NiuHaka said it on Doomworld forum). Shame that until now I could not find a single one of them.
About other switches - I paste all of them year or two ago.
Extract to your addons directory, it should create a .box folder called:
mr_iconic_textures.box
Afterwords, launch Snowberry, select Addons tab, select the filter: Show all (also box contents)..
Select all 4 in this filter..
Launch game.
This allows the user to select a couple different textures, for example if someone wants to use 1 of my textures and 1 of Reinchards, eg MIDGRATE, BIGDOOR6..
This also adds another optional effect were I have a shinymap specific to SUPPORT2.
I'll add to this if wanted, at least this way it keeps all the shinymaps etc in a small package, aside from recent textures.
*note this is my first ever .box setup so please inform me if there are errors in its file structure etc; and I'll fix them.
The dhtp-20140616.pk3 files from the download page are corrupted. (I downloaded them three times.)
Would someone be so kind to upload the Texture Packs for GZDoom and Zandronum here? I'd like to use it.
You'd be better off contacting the guys at the DHTP project directly about their download links. This forum is for Doomsday addons, so GZDoom and/or Zandronum aren't covered here.
Added some new (red, yellow and blue doorlight textures) in this version. ~ to look more like the original DooM..
Also added light decorations for them.
And some extra shinymap decorations.. Now all silver, shawns, etc will have a bit of a shine to them when this pack is loaded.
Added some new (red, yellow and blue doorlight textures) in this version. ~ to look more like the original DooM..
Also added light decorations for them.
And some extra shinymap decorations.. Now all silver, shawns, etc will have a bit of a shine to them when this pack is loaded.
I like the door*** textures, may I suggest adding a little metal texturing on the grey parts to help with consitancy of the other textures in the pack? I think they will then be perfect and i will put them in the pack
Sorry Mr. Rocket and KuriKai, I don't want to be a jerk and do some conflict here, but I recall that I did doorblue/yellow/red textures two years ago. Here's my version next to original:
And here's Mr. Rocket version in comparison to orignal texture:
Heh, they look a lot more like the original than what is currently in the pack.
Also, you only posted my older diffusemap version, you didn't layer the shinymap or anything over it. ~ which you will see makes the texture look a bit different once in game.
Both of our versions look more like the original.
~ but I like your version better!
The only real reason I remade the texture is because it didn't light up, in the mean time, the texture that's in the pack doesn't look like original at all. But if yours were already in the pack, I would have just made them light up.
Is there any way you could post (all) the textures you'v made in the past year or so?
That way random people won't be remaking textures that are in the pack and yours that currently aren't in the pack.
Even if it's a text list.
Thanks for opinion. I'm not familiar with that new Doomsday shaders, generally I'm workin on other engines.
Here's my stuff. it's been a while since I last checked it, so I'm not sure if all textures are in his final versions. there may be few unfinished like panel series for example.
I like how you decided to have the light/reflector plates inset into the border, so I'm thinking of doing that with my version as well, expect a small update.
Yes, same here, I'm as well in other projects and still fairly new to the material shaders in DE.
And partly because of that and you and I making some of the same textures is why I decided to make a .box addon for mine, so that the user will have a choice to use both of our textures.
Ack.. speedyshare is only showing "page can't be displayed"
Hmm, yeah that's strange man.. all that shows up on either link is a random us search link.
I'm beginning to think it has to do with a cross seas backbone server not allowing file share?
My location is central US.
Is there any way you could send them to KuriKai directly or email?
Sorry Mr. Rocket and KuriKai, I don't want to be a jerk and do some conflict here, but I recall that I did doorblue/yellow/red textures two years ago. Here's my version next to original:
And here's Mr. Rocket version in comparison to orignal texture:
Rocket, using both versions of your pack at the same time doesn't work and changing the name to put both boxes in the same time doesn't seem to work. You should make one pack with your latest textures all in one pack and not 2 completely different packs with the same name.
Also hey Gary you must be doing something wrong? ~ There's only 1 version..
Check that all checks are marked in the tic/check box, under addons pulldown menu.. "Show all ( also box contents )".
2 packs same name? unheard of! ~ why would you be changing the name? it's probably the problem!!!
If all else fails, download again.. There's only 1 version!
You should have nothing else in your addons folder "for textures" other than:
deng-dhtp-20140616.pk3 ~ which is a .rar with file extension changed to pk3.
and.. mr_iconic_textures.box ~ which is simply a folder.. ~ inside the folder should have a pk3 and a folder named extra.
If there's an oldie version, get rid of it!
Surely you're not loading all deng-dhtp packs that ever existed?!? too?
well, I thought you released another version with shinemaps and a few extra textures. I swore one of the links I opened here had more than just midgrate and bigdoor.
edit: yeah, I just looked in the pk3 file and that is where they are. I didn't know if you had those colored door bars added or not.
It does, it has the most recent: spcdoor4, tanrock8, midgrate, bigdoor6, and new red,yel,blue door trims. ~ all of which also have shinymaps, and some light decorations for the trims.
And of course the only real reason they are in a separate pack is so they are optional from "what is" or "will be in the pack". ~ so end-user has a choice of which they would like to use..
yeah, I just looked in the pk3 file and that is where they are. I didn't know if you had those colored door bars added or not.
Yeah they're in there.
~ though, as far as I'm concerned, Reinchard's still look better, so I may end up just making a light decoration for them, as a .box addon.
~ Reinchard's door lights will now be a part of the pack, but I have to ask him if he'd like for me to make a stand alone light decoration for them, or just give him the script..
On the side of light decoration effects, as far as I can tell, the yellow needs toned down a bit and the blue and red needs turned up a little.
I may end up taking a few lights/entities out for performance reasons however. ~ for this reason though.. I need to ask Danij if I could just use a single light/entity for this instead of several as it is now.., eg need to have a 128 high x 8 unit wide light decoration.. ~ I haven't looked yet to see if this is possible, but it should be.. if not? feature suggestion!
*also btw, to the developers; .box addons are pretty cool! the only real issue I could see with them is having to decide wtf should the user select.. hah too many options! Also wondering, at some point, could /getwad support .box in a later version of DE when the time comes where it's used without the snowberry launcher etc? ! I'd imagine at this time that an in-game dialog would pop up saying something to the nature of "You have .box resources loaded.. Which would you like to load".. check, yes no cancel..?"
Dday will only render a dynamic light if the centre of it is visible. Given how many Doom modders like to cut off textures, there's no real choice but to go with a separate dlight for each light on the texture.
Yeah I noticed that the only real way as such is to use a brightmap, but we currently only have reflection/env/shiny map, which works but feels like a hack, or use a halo/fixed light entity to act as a texture effect. with the screenshot, I wasn't aware that DE could do projection lights. I'm guessing that the texture for the lights on the truck is full intensity shinymaps with a "nosectorlight" so it will act as a brightmap?
Models could me remapped. as long as there's a UV to map. ~ if not, a color map could be created to remap it. ~ which could take some time heh. I'm not so much familiar to md2? though.
Anyway, I suppose I could try to even them out to 4 maybe 5 instead 8? lights . ~ Because we all know.. pretty much every time such texture as a doorlight is displayed, it will be x2 the halos because of both sides of the door. For it to be useful performance wise, it will need to have the least amount of lights as possible per door side.
I remember Danij saying there would be brightmaps in the future? ~ now this could be pretty cool on top of the material effects it already supports. ~ was really hoping that the lights could be sized, but a projection texture could do about the same.
~ Reinchard's door lights will now be a part of the pack, but I have to ask him if he'd like for me to make a stand alone light decoration for them, or just give him the script..
Cheers
You can do what you want with my textures, they are free to edit. If you want do some light shaders to them - thats super. Paste some screenshots of final result.
Comments
Although, I'd figure KuriKai would at least want to see the texture first, before putting it into the pack.
About other switches - I paste all of them year or two ago.
http://home.comcast.net/~mrrocket/etc/m ... es.box.rar
Extract to your addons directory, it should create a .box folder called:
mr_iconic_textures.box
Afterwords, launch Snowberry, select Addons tab, select the filter:
Show all (also box contents)..
Select all 4 in this filter..
Launch game.
This allows the user to select a couple different textures, for example if someone wants to use 1 of my textures and 1 of Reinchards, eg MIDGRATE, BIGDOOR6..
This also adds another optional effect were I have a shinymap specific to SUPPORT2.
I'll add to this if wanted, at least this way it keeps all the shinymaps etc in a small package, aside from recent textures.
*note this is my first ever .box setup so please inform me if there are errors in its file structure etc; and I'll fix them.
Thanks, Cheers
The dhtp-20140616.pk3 files from the download page are corrupted. (I downloaded them three times.)
Would someone be so kind to upload the Texture Packs for GZDoom and Zandronum here? I'd like to use it.
Regards,
That New Doom Guy
You'd be better off contacting the guys at the DHTP project directly about their download links. This forum is for Doomsday addons, so GZDoom and/or Zandronum aren't covered here.
There is that link on that site which leads to the forum here.
I am new to that Doom modding stuff.
Added some new (red, yellow and blue doorlight textures) in this version. ~ to look more like the original DooM..
Also added light decorations for them.
And some extra shinymap decorations.. Now all silver, shawns, etc will have a bit of a shine to them when this pack is loaded.
More info here: posting.php?mode=reply&f=3&t=875#pr11896
Same download: http://home.comcast.net/~mrrocket/etc/m ... es.box.rar
Thanks
And here's Mr. Rocket version in comparison to orignal texture:
And my in full resolution:
http://imgur.com/gktq5BC
http://imgur.com/xRZDyoQ
http://imgur.com/3qWmF92
Oh, and doortrak and doorstop If someone would like to use it:
http://imgur.com/UPGBqP1
http://imgur.com/ItJHx3Q
Aside from that, mine are in a separate pack.
http://home.comcast.net/~mrrocket/etc/m ... es.box.rar
Also, you only posted my older diffusemap version, you didn't layer the shinymap or anything over it. ~ which you will see makes the texture look a bit different once in game.
Both of our versions look more like the original.
~ but I like your version better!
The only real reason I remade the texture is because it didn't light up, in the mean time, the texture that's in the pack doesn't look like original at all. But if yours were already in the pack, I would have just made them light up.
Is there any way you could post (all) the textures you'v made in the past year or so?
That way random people won't be remaking textures that are in the pack and yours that currently aren't in the pack.
Even if it's a text list.
Here's my stuff. it's been a while since I last checked it, so I'm not sure if all textures are in his final versions. there may be few unfinished like panel series for example.
Textures:
http://speedy.sh/WwMmP/R-Textures.rar
Flats:
http://speedy.sh/XczJa/R-Flats.rar
There are 92 textures and 31 flats.
I like how you decided to have the light/reflector plates inset into the border, so I'm thinking of doing that with my version as well, expect a small update.
Yes, same here, I'm as well in other projects and still fairly new to the material shaders in DE.
And partly because of that and you and I making some of the same textures is why I decided to make a .box addon for mine, so that the user will have a choice to use both of our textures.
Ack.. speedyshare is only showing "page can't be displayed"
http://www.filedropper.com/rtextures
http://www.filedropper.com/rflats
I'm beginning to think it has to do with a cross seas backbone server not allowing file share?
My location is central US.
Is there any way you could send them to KuriKai directly or email?
Changes pushed to dhtp's github repo
I will also look through for other textures i might have missed
No this is mine compared to the original:
http://home.comcast.net/~mrrocket/etc/m ... es.box.rar
Also hey Gary you must be doing something wrong? ~ There's only 1 version..
Check that all checks are marked in the tic/check box, under addons pulldown menu.. "Show all ( also box contents )".
2 packs same name? unheard of! ~ why would you be changing the name? it's probably the problem!!!
If all else fails, download again.. There's only 1 version!
You should have nothing else in your addons folder "for textures" other than:
deng-dhtp-20140616.pk3 ~ which is a .rar with file extension changed to pk3.
and..
mr_iconic_textures.box ~ which is simply a folder.. ~ inside the folder should have a pk3 and a folder named extra.
If there's an oldie version, get rid of it!
Surely you're not loading all deng-dhtp packs that ever existed?!? too?
Thanks
Strange that you did that, just delete them both..
Here is the only current version:
http://home.comcast.net/~mrrocket/etc/m ... es.box.rar
edit: yeah, I just looked in the pk3 file and that is where they are. I didn't know if you had those colored door bars added or not.
And of course the only real reason they are in a separate pack is so they are optional from "what is" or "will be in the pack". ~ so end-user has a choice of which they would like to use..
Spacew2 is already in the latest dhtp.
Yeah they're in there.
~ though, as far as I'm concerned, Reinchard's still look better, so I may end up just making a light decoration for them, as a .box addon.
~ Reinchard's door lights will now be a part of the pack, but I have to ask him if he'd like for me to make a stand alone light decoration for them, or just give him the script..
On the side of light decoration effects, as far as I can tell, the yellow needs toned down a bit and the blue and red needs turned up a little.
I may end up taking a few lights/entities out for performance reasons however. ~ for this reason though.. I need to ask Danij if I could just use a single light/entity for this instead of several as it is now.., eg need to have a 128 high x 8 unit wide light decoration.. ~ I haven't looked yet to see if this is possible, but it should be.. if not? feature suggestion!
*also btw, to the developers; .box addons are pretty cool! the only real issue I could see with them is having to decide wtf should the user select.. hah too many options! Also wondering, at some point, could /getwad support .box in a later version of DE when the time comes where it's used without the snowberry launcher etc? ! I'd imagine at this time that an in-game dialog would pop up saying something to the nature of "You have .box resources loaded.. Which would you like to load".. check, yes no cancel..?"
Cheers
This mod shows a few examples: http://www.doomworld.com/vb/wads-mods/6 ... spiration/
http://www.idgames.de/attachment.php?at ... 1393840931
Dday will only render a dynamic light if the centre of it is visible. Given how many Doom modders like to cut off textures, there's no real choice but to go with a separate dlight for each light on the texture.
Models could me remapped. as long as there's a UV to map. ~ if not, a color map could be created to remap it. ~ which could take some time heh. I'm not so much familiar to md2? though.
Anyway, I suppose I could try to even them out to 4 maybe 5 instead 8? lights . ~ Because we all know.. pretty much every time such texture as a doorlight is displayed, it will be x2 the halos because of both sides of the door. For it to be useful performance wise, it will need to have the least amount of lights as possible per door side.
I remember Danij saying there would be brightmaps in the future? ~ now this could be pretty cool on top of the material effects it already supports. ~ was really hoping that the lights could be sized, but a projection texture could do about the same.
Cheers