Jimmy² Posted November 3, 2015 (edited) A recolor-heavy texture pack initially used for my short mapset realms of ZO0N, now greatly expanded for public reuse. Projects this texture set has been featured in: The Slaughter Spectrum Technicolor Antichrist Box The Joy of Mapping 4 Infraworld: Coma Moonlight The Alfonzone Interception II There are a new palette and a new colormap included which modifies the greens a little, and the blues a lot - some stock sprites have been modified to better work within it. Most notably, the lighter side of the blue color range is now a fullbright light purple (seen in the third shot). Latest version: Zoon-tex [v3.1] on Dropbox (20MB) v3.0 is a BIG update (totalling 5,874 textures and 1,208 flats!) that integrates the tech textures from the Zoon-tech offshoot pack seamlessly into the original, improves some colors, and adds a ton of switches. Old versions:Zoon-tex [v1.0]Zoon-tex [v2.7] Samples of what I've gone and done with it: Hope folks get a kick out of this! Edited January 3 by Jimmy : v3.1 release. 21 Share this post Link to post
Mechadon Posted November 3, 2015 Very colorful! I really like the purple stuff in the third shot. I don't know why, but I love seeing purple and pink in Doom. 0 Share this post Link to post
Walter confetti Posted November 3, 2015 These textures looks pretty cool! Thanks for sharing Jimmy! 0 Share this post Link to post
scifista42 Posted November 3, 2015 +1 Nice! +1 Thanks! :) Funnily, I've recently made a very similar palette tweak for my own purposes, with reduced amount of blue (and even pink/red) indexes in favor of adding more color ranges, also requiring some sprites to be reincluded. 0 Share this post Link to post
franckFRAG Posted November 3, 2015 The third screens seems really intersting, thanks Jimmy for your work :) 0 Share this post Link to post
Breezeep Posted November 3, 2015 Neat stuff, Jimmy! I like that third shot too! 0 Share this post Link to post
Pinchy Posted November 4, 2015 +1 for shards. I've always wanted to make my own shard cavern. 0 Share this post Link to post
EffinghamHuffnagel Posted November 4, 2015 Very nice! Re-colors are always useful. Some very interesting color combinations. I particularly like all the grey/white ones that can be used for snow/ice/slush. I can't decide if the purple falls/water reminds me more of a plasma globe or some sort of hellish demon ichor. One question: It looks like the GRFALLx textures are exactly the same as the SFALLx textures. Was that intentional? 0 Share this post Link to post
AD_79 Posted November 4, 2015 Cool stuff, Jimmy! I do wish that the purple was a little more prominent, though, Doom still needs more purple! 0 Share this post Link to post
Captain Ventris Posted November 4, 2015 Can't tell ya how much I love how much recent projects have experimented with color. I dig it. 0 Share this post Link to post
Shadow Hog Posted November 4, 2015 EffinghamHuffnagel said:One question: It looks like the GRFALLx textures are exactly the same as the SFALLx textures. Was that intentional?Yeah, I was gonna mention this too. I'm not sure why you'd override SFALLx with the GRFALLx patches, seeing as the stock SFALLx patches look just fine with the new palette (at least, in SLADE). 0 Share this post Link to post
Reisal Posted November 4, 2015 Which textures work fine with the standard palette? If it's just 256 PNG, then I can deal with just importing some of them into my Epic Oblige Texture Set. 0 Share this post Link to post
scifista42 Posted November 4, 2015 Glaice said:Which textures work fine with the standard palette? Here is a relatively efficient method for you to find it out: 1. Open zoon-tex.wad in SLADE3 and delete the custom palette. Open TEXTURE1 and look through the texture list. Mark all textures that don't look alright (except skies and switches), and either delete them, or recolor their respective patches to look better ("Graphic -> Color Remap"). Then "Remove unused patches" in SLADE3's maintenance options. Save the wad and rename it for convenience. 2. Open another clean copy of zoon-tex.wad in SLADE3. This time select all patches and choose "Graphic -> Convert to" in the context menu. Convert them from "Existing/Global" to "Doom". Then do the same with flats, only remember to select "Doom (Flat)" format in the top box. Now delete the custom palette. Open TEXTURE1 and look through the texture list. Mark all textures that don't look alright (except skies and switches), and either delete them, or recolor their respective patches to look better ("Graphic -> Color Remap"). Then "Remove unused patches" in SLADE3's maintenance options. Save the wad and rename it for convenience. 3. Merge both wad's textures to get a maximum amount of usable ones for you. 0 Share this post Link to post
Doomkid Posted November 4, 2015 Definitely some very useful stuff tucked away here! 0 Share this post Link to post
Jimmy² Posted November 5, 2015 Glaice said:Which textures work fine with the standard palette? They all should work reasonably well because they still conform to a derivative of the Doom palette - in fact they were recolored using the Doom palette initially, with the new palette (i.e. the changed blue and green ranges) being more of a small visual enhancement I added afterwards. I really do not recommend putting them through a conversion process to bring them back to the Doom palette, is what I'm saying, so doing what scifista suggested is not actually viable. Just straight copy the textures into your WAD. Ignoring the obvious change in the blues and greens, the only textures/flats that will look notably different are the light purple ones, which will be a light blue instead. 0 Share this post Link to post
Jimmy² Posted September 2, 2016 Zoon-tex [v2.1] EDIT 02/09: updated to v2.1. Massively updated. 1000+ textures total, 3 new colors, plus some other miscellaneous texture edits by me. All textures have been renamed too - just about all the new ones start with Z. They are also in a TEXTURE2 lump, and have been feverishly organised by coloration, so you don't have to sift through Doom's stock ones to get to them all. Basically I redid everything from the ground up using the ZDoom TEXTURES lump to create and "render" my textures, using and abusing translations to reach the best possible color combinations/palette usage. Where translating alone proved difficult or (near-)impossible, I cut the textures up into parts and translated each individually as a patch - I did this, for example, with all the GSTFONT variants (of which there are 48... yes). Jesus Christ I spent 2 whole days on this 0 Share this post Link to post
Obsidian Posted September 2, 2016 Oh hey, this ol' thang! Hope the project goes well Jimmy. ;-D 0 Share this post Link to post
Jimmy² Posted September 2, 2016 Argh, sorry, I had to correct a minor niggle which took like 3 hours to address total. Please discard v2.0 because it's missing some stuff. 2.2 is on its way - this one will actually have the shards pictured in the OP (as textures, not sprites). 0 Share this post Link to post
Deleted_Account Posted September 3, 2016 Looks terrific Jimmy! Love bright glowing colors in Doom. 0 Share this post Link to post
Jimmy² Posted September 3, 2016 Zoon-tex [v2.2] Now comes with gray and tan ranges of recolors, and the shard textures seen in shot 3 in the OP. 0 Share this post Link to post
Jimmy² Posted September 20, 2016 Zoon-tex [v2.3] Even more textures, good god. New Hexen textures, along with many new useable switch textures. Some corrections also made to the existing textures like GSTONE, GSTFONT and BROWN144, and all the recolored variants thereof. 0 Share this post Link to post
pavera Posted September 20, 2016 Looks awesome -- I love the third screenshot. 0 Share this post Link to post
Pirx Posted September 21, 2016 wow. third shot is quite surreal, i like that style. 0 Share this post Link to post
Jimmy² Posted October 4, 2016 Zoon-tex [v2.4] Updated so it ACTUALLY WORKS IN PRBOOM(+) NOW jesus christ Jimmy. Nothing new aside from that really. 0 Share this post Link to post
HavoX Posted October 4, 2016 Any chance these will be uploaded to the R667 repository, or do any of these textures violate the submission rules? 0 Share this post Link to post
Jimmy² Posted October 5, 2016 I don't consider the pack quite complete yet - I'll probably get it up to 3.0 and then upload it. I'll have to run out of things to recolor first, though. :P That said, the new palette may complicate matters if that's against the R667 submission rules. 0 Share this post Link to post
HavoX Posted October 5, 2016 Okay, thanks for the clarification. EDIT: Regarding the palette, you CAN convert the textures to PNG, if you like. On the other hand, the entire point of the wad's custom PLAYPAL and COLORMAP would be reversed... *shrug* 0 Share this post Link to post