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.
Original:
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 out and is better then I thought possible and I learned a bunch in the process, even though some feedback feels a bit rough in relation to my effort and expectations.
So, I "checkedout" using TortoiseSVN the latest DHTP, zipped up the folders inside trunk, and this happened:
For some reason the walls in the exit room don't have a new texture, and the switch texture is all wrong; I don't ever remember seeing it that off and bad; it's like this is some kind 15 year old ancient rejected texture that's in there; far too dark, and no green grime in the grooves.
Also this:
Maybe that's because the colored light of the candelier doesn't properly pass over the sector separator, but I don't ever recall that separation of color being there before.
Anyway; tried simply downloading the zip, rather than use tortoise, see if that had a difference, got dhtp-master.zip, which produced the same problem.
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.
@kars
On the dhtp page click the "fork" button in the top right
Download and install github desktop
Then using github desktop clone your dhtp fork onto your computer
add your textures to your clone, then you can push your clone to your fork that is sitting on github.
Then you can request me to pull your changes into the dhtp.
What? I'm not running Linux, so why would I need anything for Linux?
Plus, what build instructions? Just tell tortoise to checkout, and it downloads the stuff, put the trunk-directory (without the directory itself) it in a zip, load it in Doomsday, done. Same for the zip download.
Files from the dhtp are not in a format useful for any doom engines.
There is a build script that put's all the textures and flats and shinemaps(what you are missing) into locations that each engine expects.
I use Ubuntu, therefore i wrote the build script to work in bash. I do not have windows so have not written a script to build the packs in windows.
Okay, don't really want to do that, which begs the question, is there going to be new versions you can just download? The Doomsday one is almost 2 years old, and the non-Doomsday ones are over a year old.
Okay, don't really want to do that, which begs the question, is there going to be new versions you can just download? The Doomsday one is almost 2 years old, and the non-Doomsday ones are over a year old.
I second that! Also many of the GitHub textures are outdated. :-(
Would someone please be kind enough to rebuild the zdoom package for us windows users?? I'd love to use these and can't build them myself since I don't use Ubuntu.
Would someone please be kind enough to rebuild the zdoom package for us windows users?? I'd love to use these and can't build them myself since I don't use Ubuntu.
Here are (in-detail) instructions for Windows users. Maybe a little too detailed, shorten wherever you see fit. My OS is german though, but the translations should be accurate and understandable. I will set my Windows to english tomorrow and correct the post if needed.
For Windows users:
1. Download the DHTP, click "Clone or Download" -> "Download ZIP"
2. Download Install "Git for Windows"
3. During "Select Components", make sure "Associate .sh files to be run with Bash" is ticked and install
4. Unpack the DHTP-master.zip with one of the following:
4.1 Windows Built-In: Right-Click the file -> "Open With" -> Windows Explorer. Select all files and copy them (e.g. your Desktop)
4.2 WinRAR: Right-Click the file -> "Extract here"
4.3 7-Zip: Right-Click the file -> "7-Zip" -> "Extract Here"
5. Open the "DHTP-master" folder, then open the "build" folder
6. Run the required file (e.g. tex-deng for Doomsday)
7. After it is done go back to the "DHTP-Master" folder and open the "doomsday" (or "risen3D" or "zdoom") folder
8. Select all files and put them into an archive with one of the following:
8.1 Windows built-in: Right-Click them and select "Send to" -> "Compressed (zipped) folder". Rename the created ZIP-File, the name can be any, however, the ideal name would be DHTP and the current date and the file-prefix should be PK3 (e.g. DHTP-20190516.pk3) so you know when this file was last updated.
8.2 WinRAR: Right-Click them and select "Add to Archive". For Archive format make sure "ZIP" is selected. The name can be any, however, the ideal name would be DHTP and the current date and the file-prefix should be PK3 (e.g. DHTP-20190516.pk3) so you know when this file was last updated.
8.3 7-Zip: Right-Click them and select "7-Zip" -> "Add to archive". Select ZIP as the archive format. The name can be any, however, the ideal name would be DHTP and the current date and the file-prefix should be PK3 (e.g. DHTP-20190516.pk3) so you know when this file was last updated.
Ok, so SLIME5 and YELMETAL are gonna need an update on those new metal2 textures (p36). Also, the new metal2 textures released on the github are brighter than the ones on p36
Comments
Can you rework the big yellow lights of Metal 6 and 7?
I picture them to be inside a metal framed light box.
Some curves, a bit of smoothing, a few subtle gradients, metal and rust separation, bringing the colours and levels close to the original.
Original:
New version:
I will work on the rest of the textures now because I think this style will be final.
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 out and is better then I thought possible and I learned a bunch in the process, even though some feedback feels a bit rough in relation to my effort and expectations.
I think this will be the final version (sorry for spaming the thread with my tries, this is atually the first time I edit/make textures)
metal2
metal3
metal4
metal5
metal6
metal7
sw1met2
sw2met2
metal2bd
@kars How are you going setting up github desktop?
For some reason the walls in the exit room don't have a new texture, and the switch texture is all wrong; I don't ever remember seeing it that off and bad; it's like this is some kind 15 year old ancient rejected texture that's in there; far too dark, and no green grime in the grooves.
Also this:
Maybe that's because the colored light of the candelier doesn't properly pass over the sector separator, but I don't ever recall that separation of color being there before.
Anyway; tried simply downloading the zip, rather than use tortoise, see if that had a difference, got dhtp-master.zip, which produced the same problem.
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.
Did you follow the build instructions?
Though you will need windows subsystem for linux
https://docs.microsoft.com/en-us/windows/wsl/install-win10
Then run bash and run the build script in bash
@kars
On the dhtp page click the "fork" button in the top right
Download and install github desktop
Then using github desktop clone your dhtp fork onto your computer
add your textures to your clone, then you can push your clone to your fork that is sitting on github.
Then you can request me to pull your changes into the dhtp.
Plus, what build instructions? Just tell tortoise to checkout, and it downloads the stuff, put the trunk-directory (without the directory itself) it in a zip, load it in Doomsday, done. Same for the zip download.
There is a build script that put's all the textures and flats and shinemaps(what you are missing) into locations that each engine expects.
I use Ubuntu, therefore i wrote the build script to work in bash. I do not have windows so have not written a script to build the packs in windows.
I second that! Also many of the GitHub textures are outdated. :-(
Redone
Redone
Soooo no then?
since I don't have linux I also support a new release for the dengine package...
For Windows users:
1. Download the DHTP, click "Clone or Download" -> "Download ZIP"
2. Download Install "Git for Windows"
3. During "Select Components", make sure "Associate .sh files to be run with Bash" is ticked and install
4. Unpack the DHTP-master.zip with one of the following:
4.1 Windows Built-In: Right-Click the file -> "Open With" -> Windows Explorer. Select all files and copy them (e.g. your Desktop)
4.2 WinRAR: Right-Click the file -> "Extract here"
4.3 7-Zip: Right-Click the file -> "7-Zip" -> "Extract Here"
5. Open the "DHTP-master" folder, then open the "build" folder
6. Run the required file (e.g. tex-deng for Doomsday)
7. After it is done go back to the "DHTP-Master" folder and open the "doomsday" (or "risen3D" or "zdoom") folder
8. Select all files and put them into an archive with one of the following:
8.1 Windows built-in: Right-Click them and select "Send to" -> "Compressed (zipped) folder". Rename the created ZIP-File, the name can be any, however, the ideal name would be DHTP and the current date and the file-prefix should be PK3 (e.g. DHTP-20190516.pk3) so you know when this file was last updated.
8.2 WinRAR: Right-Click them and select "Add to Archive". For Archive format make sure "ZIP" is selected. The name can be any, however, the ideal name would be DHTP and the current date and the file-prefix should be PK3 (e.g. DHTP-20190516.pk3) so you know when this file was last updated.
8.3 7-Zip: Right-Click them and select "7-Zip" -> "Add to archive". Select ZIP as the archive format. The name can be any, however, the ideal name would be DHTP and the current date and the file-prefix should be PK3 (e.g. DHTP-20190516.pk3) so you know when this file was last updated.
I set my language to english and updated my previous post accordingly, only a few changes. You only have to copy it into the readme.