Doomtown Retextured

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TeRRor
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Doomtown Retextured

Post by TeRRor » Sun Aug 19, 2012 11:06 am

Made a retexture of doomtown with high resolution textures

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Re: Doomtown Retextured

Post by mofo » Sun Aug 19, 2012 2:11 pm

The wood looks nice, but I'd have to admit the rest looks like a level out of mario.....however, try talking munf into making doomtown2k6 look like this!
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Re: Doomtown Retextured

Post by TeRRor » Sun Aug 19, 2012 2:43 pm

If you can find better textures, please do so.
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Re: Doomtown Retextured

Post by mofo » Sun Aug 19, 2012 8:22 pm

Didnt Rab do a bunch of hi res 'real world' textures? Anyway, you want constructive critisism or do you want to be hand fed a bunch of fluff?
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Re: Doomtown Retextured

Post by TeRRor » Mon Aug 20, 2012 2:51 am

He did dday2 and dday5. Anyway doomtown is my first retexture, desert1 is much better
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Re: Doomtown Retextured

Post by Munstin » Mon Aug 20, 2012 4:26 pm

This looks much better Terror, great job. 8)
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Re: Doomtown Retextured

Post by mofo » Mon Aug 20, 2012 4:30 pm

The desert texture job looks great.
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Re: Doomtown Retextured

Post by TeRRor » Mon Aug 20, 2012 5:17 pm

Inland4:
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I will release a 4 map retexture pack soon.
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Re: Doomtown Retextured

Post by mofo » Mon Aug 20, 2012 10:57 pm

OOOOOOOK. Anyway to get rid of that black? Otherwise those trees look great!
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Re: Doomtown Retextured

Post by TeRRor » Tue Aug 21, 2012 11:36 am

Original texture is a tree and a black background.
Here is bulgef:
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Re: Doomtown Retextured

Post by Mr. YOur no fun » Tue Aug 21, 2012 6:22 pm

Humm, look at all those textures I brought to DDAY. Though those tree branches are cool, never seen that before.

Anyway, I am not sure if Mofo is suggesting I help or making fun of my texturing, as a lot do, but what can I do to assist in this?

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Re: Doomtown Retextured

Post by mofo » Tue Aug 21, 2012 10:44 pm

Munf, I love the layout of doomtown2k6, but the lighting and all drove me nuts. Sooo much yellow!
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Re: Doomtown Retextured

Post by Mr. YOur no fun » Wed Aug 22, 2012 1:17 am

The only doomtown thing I did was move a couple of things around so people didn't get stuck, and added some different spawn for the Germans so they couldn't get camped. But all the textures were from the map. And it wasn't called doomtown2k6.

So not sure what you are referring to.

Either way - the trees that were used on that inland map came with black on the top of them and were from a map with black sky, If the black is made the transparent they would look better, but then the rspeeds would go nuts.

Perez made some really good tree lines that might work better.

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Re: Doomtown Retextured

Post by TeRRor » Mon Aug 27, 2012 7:35 am

Invade6:
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Re: Doomtown Retextured

Post by Night Rider » Wed Dec 02, 2015 8:09 pm

Terror was the maps renamed so they can have the new textures or textures just changed to the same name file?
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Re: Doomtown Retextured

Post by TeRRor » Thu Dec 03, 2015 9:39 am

I just changed textures with the same name file. I think they are pcx format.

edit: they are jpg format
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Re: Doomtown Retextured

Post by Mr. YOur no fun » Sun Dec 06, 2015 12:51 pm

Then the .wal's will still be there, just have the jpgs show on riq2 or similar programs.

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Re: Doomtown Retextured

Post by TeRRor » Sun Dec 06, 2015 3:00 pm

Yes, I didn't relace any wal's, just made jpg's in a pak with the same name. It works with EGL and with r1q2 if extracted.
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Re: Doomtown Retextured

Post by Night Rider » Thu Dec 10, 2015 6:06 pm

Terror you still have the pak files for those maps
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Re: Doomtown Retextured

Post by TeRRor » Thu Dec 10, 2015 7:43 pm

Im working on dday1.
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