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
Hey, know that's a beautiful blood fall.
Here's what it looks like animated, when the images are put into the right order:
The question is whether these images also work for water and nukage falls, because of the big blood drops. I guess for the water and nukage falls the drops probably need to be smaller, though for the slime fall it could work just fine.
EDIT:
Just rechecked DOOM, DOOM2, Plutonia and TNT for liquid-fall images:
Only Plutonia.wad contains waterfall images
The nukage falls are actually named SFALL1-4
There are no brown slime fall images available at all
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, take the shine off, make it a bit less contrasty and subdued. For the water I can add a bit of occasional local spray. I see what I can do tonight, first I need to make myself some dinner!
I just started on the Slime fall, and I discover that in the shadow it leans towards yellow, while in the brights it's more green, however the nukage floor texture has a consistent green hue. I prefer to make the Slime fall match the colours of the floor texture, to allow for a smooth match between the wall and floor.
Here are the 4 png's for the Sfall:
You may also noticed that I gave the fall a small glow.
Why, you mean the GIF? It wasn't hard to make at all, but your part was certainly hard to accomplish.
Actually there are only two maps in DOOM2 making use of the Blood fall image, MAP25 and MAP28. So if you like to see the blood falls ingame, the latter map has some huge blood fall walls well worth a visit.
> @kars said: > Ok, I think it's ready: > > Original: > New ones: > > > > > > I had to tune the saturation, colour accuracy, brightness, tiling. But I'm happy with this result.
I do not have time now try it in game but I like it. Looks very nice
Thanks for the recognition and encouragement. I've made the waterfall version.
Original:
New WFALL1
WFALL2
WFALL3
WFALL4
As you see the new one is a bit darker, but this is (again) to make it fit the water floor texture. This water texture does not look like very realistic water, but it does fit the game's originals nature. Hope you guys like it enough.
Now I try shotgun sprite. Yes is not close to original but original is so small and after upscaling do not see nothing useful. I made it for me but if someone like it here is high_res shotgun.
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.
WFALL1
There are two blood drops in bfall4.png that are too bright, standing out disturbingly. Check the in-game video below to get the best visual impression of the issue.
Hi, sorry to ask this directly here, but I wanted to use DHTP alongside brutal doom, but since some textures get replaced it doesn't work very well. I have been manually replacing some textures from DHTP to fit them better, but still there are some original texture from BD that doesn't have a counterpart in DHTP.
Is there any version like this but for BD?
Also, I made an ashwall3(or is it RW22_2 ?) for my personal use. I really like how it looks, but I made it from another texture posted in a random blog (this one), and I did not ask permission to edit it, so I will wait for what you guys have to say about it.
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 top-left
2) bumpiness roughness / shadows
3) colours
4) light-levels
For me the goal is to make a texture that when resized could replace the original without the observant player noticing, reflecting the original in style, colours, saturation, lightlevels, light direction, shape, texture.
I think the current DHTP ashwall textures can be done better, so give it a try!
About BD
All texture replaced in BD have a different name (I have a list of the textures that were replaced) but sometimes BD replaces a texture from the game itself.
About ashwall3
I don't think my texture will follow te spirit of DHTP because it too different from the original. The problem is that when upscaling in resolution sometimes staying too true to the original just doesnt work.
It's always nice to see someone contributing new assets to the game. Here's my opinion on your first posted texture, which is basically the same like kars (see previous post):
The color of your texture is too far off of the original and the light level is too high. I don't mind if a new texture doesn't resemble the original by the letter, but besides using a similar surface material the color and light level should be not too far off to be convincing.
Regarding the texture dimensions it's absolutely sufficient to use a size of 512x1024, note that the original uses a size of 64x128. Further increasing the texture resolution does not add anything notable to the image, so it's a just a waste of Graphics card RAM that puts unnecessary weight on the system and increases loading times.
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 subdirectory, however I cannot open the compiled ACS files there, is there a way? Or do we go and check what textured he replaced, and make a copy of those and name them to what BD named them?
Or do we go and check what textured he replaced, and make a copy of those and name them to what BD named them?
That's what I actually did to replace Brutal Dooms butt ugly Lava textures. It was a lot of work as it required me to replace 74 images in total, 65 alone for the Lava fall. Perhaps there's a better option by providing your own GZDOOM-compatible texture definition, but I have no experience with that yet.
Comments
Original:
New ones:
I had to tune the saturation, colour accuracy, brightness, tiling. But I'm happy with this result.
Here's what it looks like animated, when the images are put into the right order:
The question is whether these images also work for water and nukage falls, because of the big blood drops. I guess for the water and nukage falls the drops probably need to be smaller, though for the slime fall it could work just fine.
EDIT:
Just rechecked DOOM, DOOM2, Plutonia and TNT for liquid-fall images:
The slime / nukage looks like a simple recolouring, likewise is the waterfall.
I think I can make the drops to be more transparent, take the shine off, make it a bit less contrasty and subdued. For the water I can add a bit of occasional local spray. I see what I can do tonight, first I need to make myself some dinner!
I just started on the Slime fall, and I discover that in the shadow it leans towards yellow, while in the brights it's more green, however the nukage floor texture has a consistent green hue. I prefer to make the Slime fall match the colours of the floor texture, to allow for a smooth match between the wall and floor.
Here are the 4 png's for the Sfall:
You may also noticed that I gave the fall a small glow.
Now on to the waterfall.
Actually there are only two maps in DOOM2 making use of the Blood fall image, MAP25 and MAP28. So if you like to see the blood falls ingame, the latter map has some huge blood fall walls well worth a visit.
Sounds tempting, as long as it doesn't break the tiling effect.
Enjoy your meal! It's definitely well deserved.
> Ok, I think it's ready:
>
> Original:
> New ones:
>
>
>
>
>
> I had to tune the saturation, colour accuracy, brightness, tiling. But I'm happy with this result.
I do not have time now try it in game but I like it. Looks very nice
Original:
https://i.imgur.com/CNjdgJ5.mp4
kars:
https://i.imgur.com/EugqRH2.mp4
Animated slime fall:
Some in-game impressions of the slime fall:
Original:
https://i.imgur.com/UCfQvsD.mp4
kars:
https://i.imgur.com/EvY0ejo.mp4
EDIT: https://tracker.dengine.net/issues/2322
before
now
Original
maybe some more drops would be fine add but still looks nice
Original:
New WFALL1
WFALL2
WFALL3
WFALL4
As you see the new one is a bit darker, but this is (again) to make it fit the water floor texture. This water texture does not look like very realistic water, but it does fit the game's originals nature. Hope you guys like it enough.
Ingame original:
https://i.imgur.com/VQLWeM9.mp4
Ingame kars:
https://i.imgur.com/juPmwG3.mp4
Yes indeed it is a bit on the dark side. I wonder how it looks like with the waves doubled (see draft below):
Could you give this a try?
SHOTA0
WFALL1
WFALL2
WFALL3
WFALL4
Original fall and water:
BFALL1:
BFALL2:
BFALL3:
BFALL4:
SFALL1:
SFALL2:
SFALL3:
SFALL4:
Animated Bloodfall:
Bfall4 with marked issue:
Animated Bloodfall with marked issue:
In-game video:
https://i.imgur.com/v5AeKnd.mp4
BFALL4:
I also did some work on the green big door:
Next the tekwalls.
A little bit difficult to keep track what's the final version
When will these be added to the HRP SVN?
Is there any version like this but for BD?
Also, I made an ashwall3(or is it RW22_2 ?) for my personal use. I really like how it looks, but I made it from another texture posted in a random blog (this one), and I did not ask permission to edit it, so I will wait for what you guys have to say about it.
thx
Your texture does differ too much to the original in:
1) light direction: should be top-left
2) bumpiness roughness / shadows
3) colours
4) light-levels
For me the goal is to make a texture that when resized could replace the original without the observant player noticing, reflecting the original in style, colours, saturation, lightlevels, light direction, shape, texture.
I think the current DHTP ashwall textures can be done better, so give it a try!
All texture replaced in BD have a different name (I have a list of the textures that were replaced) but sometimes BD replaces a texture from the game itself.
About ashwall3
I don't think my texture will follow te spirit of DHTP because it too different from the original. The problem is that when upscaling in resolution sometimes staying too true to the original just doesnt work.
This is it: (it still needs some work)
Here is a comparison of the 3 textures
It's always nice to see someone contributing new assets to the game. Here's my opinion on your first posted texture, which is basically the same like kars (see previous post):
The color of your texture is too far off of the original and the light level is too high. I don't mind if a new texture doesn't resemble the original by the letter, but besides using a similar surface material the color and light level should be not too far off to be convincing.
Regarding the texture dimensions it's absolutely sufficient to use a size of 512x1024, note that the original uses a size of 64x128. Further increasing the texture resolution does not add anything notable to the image, so it's a just a waste of Graphics card RAM that puts unnecessary weight on the system and increases loading times.
In-game comparison:
Original
DHTP
krazlegan
Ashwall1:
Ashwall3:
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 subdirectory, however I cannot open the compiled ACS files there, is there a way? Or do we go and check what textured he replaced, and make a copy of those and name them to what BD named them?
the only problem is that it lost the seamless pattern:
EDIT**: Don't know why that happened but it was a problem on my end. The texture looks awesome!!!!
No, the ACS directory holds pre-compiled Action Code Scripts used for individual animations, cut scenes and advanced game logic.
That's what I actually did to replace Brutal Dooms butt ugly Lava textures. It was a lot of work as it required me to replace 74 images in total, 65 alone for the Lava fall. Perhaps there's a better option by providing your own GZDOOM-compatible texture definition, but I have no experience with that yet.
You must be doing something wrong there, the textures tile pretty fine:
Ashwall3 original
Ashwall3 kars
Ashwall2 original
Ashwall2 kars