doom 2 recolor project plans ahead

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Expand view Topic review: doom 2 recolor project plans ahead

Re: doom 2 recolor project plans ahead

by DefconRazor32 » Wed Nov 16, 2011 3:41

Hey everyone i'm back and i finished releasing some the textures for the prerelease 1 , the latest update to the recolor project. I'm gonna be adding an ash-like marble set it won't be the best since palette restriction is in place and i added a few so called edits and frame prototypes that i hadn't been able to add the rest the patches yet for the rest of prerelease, but it will be updated with those textures in the next coming weeks. Probably by next year I'll start incliding a open gl build for gzdoom and skulltag the textures won't be your normal textures as I'll be experimenting and maybe trying new edits or variants that the software mode can't handle and that means if you don't have hardware mode on then the open gl build won't work for jack and you'll get horrid colors in software mode so compatibility will be an issue for some users who can't use open gl.



Edit: coming soon in maybe a few days I'll be releasing the open raw textures previews here i have some raw texture samples I'm willing to show it will be for various themes and even the so called flesh world that hasn't been completely fleshed up thanks to the palette of doom restricting me and that will end in the next few weeks. that means that good stuff will come i promise you i'll even have new sky textures to present and even edit to such a point the i won't have to worry how the dark hellish theme will show. The software mode hols me back to such a degree that even some gore and blood textures couldn't be in due to palette rape. the sky will all be doom 2 skies. i'll be doing a texture preview soon in zdoom also I hope to create a who new species of variants from the raw textures. I hope i covered new ground in my huge lecture on how crazy the weirdness factor will be when i hit raw textures.

Re: doom 2 recolor project plans ahead

by DefconRazor32 » Sat Oct 29, 2011 15:27

I'm almost done with the software update just a few more days and it will be uploaded i just finished the floor texture for the ashgrass tile prerelease 2 will be more updating on floor tiling but right now i wanna finish the grass tiling i need to get finished. I know i haven't done any videos yet but i been busy with doing my work and having few hours left of free time had been wasted getting textures updated or cleaning old textures and floor testing. I haven't been happy with the software rendere as of the last few days it keeps ruining at least 10% of my natural made recolors adds in certain colors that shouldn't be rendered but that's why i have the open gl build that will be much more different and add textures i never ever dreamed of merging creating new environments. I wish that making textures wasn't so restrictive in the rendering process then i wouldn't have to worry about the bugs but once i finish up the software build i can kiss software goodbye and hello to hardware build . :D

Re: doom 2 recolor project plans ahead

by DefconRazor32 » Sun Sep 25, 2011 18:22

Hey everyone good news i had just revamped some new recoloring in the dark marble set so now it's usable and i did some new dark textures for roots or dark vines when i get my chance I'll be posting a video and just maybe a so called commentary. I tested some things in gimp 2.6 that i thought were good i tried a new thing called grain merging and and difference mode which is like a multilayer technique incorporating two texture in inverted mode allowing for some new textures. Maps will be coming soon can't wait to try and do my own new maps and see what i come up with. :)

Re: doom 2 recolor project plans ahead

by DefconRazor32 » Tue Aug 30, 2011 13:53

I'm back once again but i got a huge bunch of plans going on soon. I have for the first time made my own gfx replacement it's not a complete but i did a few recolors. I also made some new vine and rock textures mainly a few industrial and soon I'll be making a huge decision that will invoke some compatibility issues as i will mainly be cross texturing soon as i run at the final stages of the software version. I will admit that the software version has gone very far in terms of recolored stuff and i know there are still some glitch textures but that's where I'll be removing them in the final version just remember open gl can be used to fix the glitchyness like i said software hates some my textures for some reason. I have a new thing that all the glitchy textures will be put in the open gl version soon and then from there i'll be continuing test builds . I hope when i release this test build soon i'll be using some new texture previews and eventually some new game-play vids as i got a nice new computer .


I had bought a new computer at 830$ and it is nice and runs smooth but this slows some my progress as some my textures are still in my old hard drive. I'm no tech person but when i get a chance and get help from my friends I'll see a way of exporting my work on a flash drive and copying stuff around so that way i won't have to worry about going back and forth. I have a few other thing I'd like to say, but I'm way behind schedule and well here's hoping when i get everything done i can work on a real total open gl package soon.

Re: doom 2 recolor project (The Bio Hazard Edition)

by DefconRazor32 » Tue Aug 02, 2011 1:03

http://imageshack.us/photo/my-images/823/lepic7.png/

that's the direct link to my new title pic i made and will serve as the base title pic for the new versions to come so please leave some feedback. I also in the next release, I'm gonna be making a bug free software version soon, the only gripe is you won't get the whole bio-hazard updates from the hybrid pack as it has buggy floor textures and other bugs that software creates so unless you get a new comp and use open gl you'll still get software bugs that come associated with it.




I also am adding a new midi provided from: http://www.vgmusic.com. I got the midi from that site so i'll be adding it to the credits list including the author who uploaded it. The titlepic is on the 1 page when i get the chance i'll try to get some more stuff in. Few days I'll be having my birthday and will hope to get my new computer soon it's been a while so wish me luck.

Re: doom 2 recolor project (The Bio Hazard Edition)

by DefconRazor32 » Wed Jul 06, 2011 1:09

I had gotten very good feedback from Enjay, The next generation of textures is a hybrid build of open gl and software textures. I will welcome this to be added group the Bio hazard edition. I will adding new textures yes and an even bloodier set of textures that are somewhat bio matter and a few new effects that use the new burning effect. I won't be posting screen shots as of yet but once i release some of the raw textures I'm sure you'll enjoy some of the new textures. I'll be releasing a test build in the next few days and i been working really hard on them. I do have one note to post now this may be a bit weird but a few software textures may be buggy for unknown reasons even tho this fact was just seen recently, I'm suggesting if you see any please use open gl it will fix the texture bugs that software mode creates. When i feel ready I'll release the build with bugs list added so no one gets surprised, well i gotta go finish some more research and get this done so i can continue on my creative merry way. :D

ok heres the link to the new build i made: http://www.mediafire.com/?fizdt3554wa6qlr

please use BIOHAZ14 in open gl as it has a software bug and i dunno how to fix it.


As of today I'm fixing some of the bio hazard textures as there are some bad re-texturing and I'll be adding new ones to the mix. I'll be releasing it soon. I'll be also working on a new texture set after i get the bio hazard one's made.

Re: doom 2 recolor project skulltag is down

by DefconRazor32 » Mon May 23, 2011 4:35

Since skull tag is down I'll be transferring all the data from the updated thread here till skull tag is up again. I have included some of the tested textures this is not a complete build and i'm still working on it so you download as is in it's current form. I hope that if anyone has any questions or wants to give feedback please pm me here at gzdoom.



Much appreciated thank you. I also wanna know if i should post this in Zdoom forums also.

Re: doom 2 recolor project for non gl and gl textures (WIP)

by DefconRazor32 » Sat May 07, 2011 16:53

Everyone who's been viewing this thread so far I'm making a color inverted dark marble and i'm doing some research that i didn't post in the ST thread known as the flesh edit set aka bones set it's the reason why i'm delaying the release of the inverted set dark marble set i'm doing many edits some that include different bone and skeletal recolors or edits. I'll be posting some of the edits soon.

Re: doom 2 recolor project for non gl and gl textures (WIP)

by DefconRazor32 » Wed Apr 27, 2011 21:27

I had already released an update on the Grenth project at Skulltag. I made a new palette of color change and now get this i found a proper darkness level to finally color change the silver textures that were hard to index with the proper indexing color put into it, thus creating a few more dark textures and get this i created the perfect brown skull recolor too so if you like catacombs or graves full of skulls i got just the right thing. I'll post the screen shots today. The added plus for this week also is new marble textures also more variants so think of this as my giant to - do list as making this texture pack is whole lot of fun and also fixing the fragmented marble textures will shorten the list and help me get more organized. I hope when i add the screenshots i could get some opinions on how this texture pack is going. :D

Spoiler:

There is a texture error, so please forgive me. I use the same room only as a texture preview.

Re: doom 2 recolor project for non gl and gl textures (WIP)

by DefconRazor32 » Sun Apr 24, 2011 15:48

the projects been released I'll be continuing the updates tho so you won't find, but only in the original thread. which i posted in my first post hope you enjoy. Remember the original thread is in the skulltag forums.

Re: doom 2 recolor project for non gl and gl textures (WIP)

by DefconRazor32 » Fri Apr 22, 2011 0:27

Everyone the release date for my project is gonna be on Saturday or Sunday this week so if you all are interested too the added decorate is in already. I'm delaying the big tree decorate line for now till another update I'm adding some flesh texture variants, i even made one that looks like a dark volcanic ash too and I'll be adding more to come soon. I only added this topic cause my shizism project i abandoned from lack of interest and the fact that I'm into G.I.M now (Graphic, Image, Manipulation).

Re: doom 2 recolor project for non gl and gl textures (WIP)

by DefconRazor32 » Sun Apr 17, 2011 14:17

I'll show some screenshots here's a new recent one this is software mode tho:
Spoiler:

Re: doom 2 recolor project for non gl and gl textures (WIP)

by Rex Claussen » Sat Apr 16, 2011 4:07

I looked through some of the screen shots in the ST thread, and I really like the "dark pack" recolors.

You probably ought to post some pics here if you want to generate interest on these forums.

Re: doom 2 recolor project for non gl and gl textures (WIP)

by DefconRazor32 » Fri Apr 15, 2011 23:40

huge update added decor recolors coming including the candles too. I have 400 estimated recolors on textures
more to come soon hope you all know once i get this last update the project might come to a halt soon. I'll
add screenshots here too, once i catch up on my update.

Re: doom 2 recolor project for non gl and gl textures (WIP)

by DefconRazor32 » Sun Mar 27, 2011 2:53

hey everyone i made new huge update for this project i'll be updating the pack to a pk3 format soon and will be adding in raw textures to the texture list. I checked the list and it's 294 textures and counting I'll be nearing the 300 mark soon.I'll be adding screen-shots soon as i feel this thread didn't get the appreciation it deserved cause i was reckless and lazy posting this topic. I hope to get some feedback when i post some media or pics soon cause in the near future the textures will be put into a new major project that i hope will boast more success, cause Shizism failed due to lack of creativity and time management not to mention i never put credits on the textures i borrowed nor did i put the time if any that i would get it done. The new project will be my oldest one that's been underground way before Shizism's upcoming the project was called Ruination. I bet your wondering what is this "RUINATION" it is a project that will be complete open gl it will be using acs scripting and will be using other fun ideas but nothing too complex but it will be more of exploring and not too many enemies. I hope to get the chance to make some fun from the recolored textures i will be using.

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