doom 2 recolor project plans ahead

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DefconRazor32
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doom 2 recolor project plans ahead

Post by DefconRazor32 » Tue Dec 01, 2009 2:37

I'm making my doom 2 recolor project here as i have made sure to show you all this is not a hype or myth thread of my current project. I called it Grenth as a substitute name for the real project ahead. I also am gonna place soon screen shots soon to show how it can be applied to everyday doom 2 maps it contains almost 300 textures and also contains some reedits too, but they are from other doom 2 textures that didn't explore all possibilities for expanding an already made doom2 wad. I'm also gonna say i don't take credit for anything as I'm only doing recolors to recreate a better doom 2 experience.


Skulltag is back up I added resources for the test build here. hope you all enjoy

link: ( go to the skulltag forums for the prerelease till i get things updated here)


screenshots of old thread:

Spoiler:

Video link of the new flesh build included: http://www.xfire.com/video/46b877/
Last edited by DefconRazor32 on Mon Nov 07, 2011 5:13, edited 11 times in total.

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Psycho
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Re: musicboxland.wad (small project)

Post by Psycho » Thu Dec 03, 2009 21:26

Cool looking forward to it!
Hey Ds201.

Spoiler:

DefconRazor32
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Re: doom 2 recolor project for non gl and gl textures (WIP)

Post 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.

DefconRazor32
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Re: doom 2 recolor project for non gl and gl textures (WIP)

Post 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.

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

Post 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.

DefconRazor32
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Re: doom 2 recolor project for non gl and gl textures (WIP)

Post 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:

DefconRazor32
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Re: doom 2 recolor project for non gl and gl textures (WIP)

Post 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).

DefconRazor32
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Re: doom 2 recolor project for non gl and gl textures (WIP)

Post 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.

DefconRazor32
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Re: doom 2 recolor project for non gl and gl textures (WIP)

Post 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.

DefconRazor32
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Re: doom 2 recolor project for non gl and gl textures (WIP)

Post 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.

DefconRazor32
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Re: doom 2 recolor project skulltag is down

Post 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.

DefconRazor32
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Re: doom 2 recolor project (The Bio Hazard Edition)

Post 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.

DefconRazor32
Innovative doomer
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Re: doom 2 recolor project (The Bio Hazard Edition)

Post 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.

DefconRazor32
Innovative doomer
Posts: 45
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Re: doom 2 recolor project plans ahead

Post 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.

DefconRazor32
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Re: doom 2 recolor project plans ahead

Post 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. :)

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