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Processing appeals beholder 2
Processing appeals beholder 2






processing appeals beholder 2

The base graphics came from my own ripping efforts and those of Diodeus. However, I have tried to make as many textures look reasonable (or made suitable alternatives) so that they can be used in a 96 tall room and still look OK with their top 32 units chopped off. That makes the base texture size 96x96 with is a pain to work with in Doom mapping. One or two static decorations exist and I'll include a sprite or two but there really won't be much and no DECORATE/ZScript for them.Īs Cherno pointed out in the WiP thread, EOB textures are really suited to a size about 75% of Doom scale. The game sprites are not well suited for conversion to Doom AI enemies. If I can get a good rip of the wall graphic from someone, rather than having to wade through the files myself, that would make an EOB3 set more likely There are some good resources in there (even though I didn't like some of the art direction). So, i have no immediate plans to do anything there.

processing appeals beholder 2

I may also look at EOB3 but I didn't like that game as much and I also find the files harder to work with. I may o a Doomified pack of some sort at some distant point in the future. I have no immediate plans to do that, but I have trialled it and some textures worked pretty well. That being said, with a bit of added noise, darkening and a mild bit of Doomifying, some can actually convert quite well to Doom textures. The textures are not very Doom-like in nature and they are even a bit stark for Heretic/Hexen but they might be of use to someone for something. I've spent quite a bit of time copying/pasting/cloning/palette adjusting and so on to get something that I think works reasonably well in GZDoom.

PROCESSING APPEALS BEHOLDER 2 PATCH

I did it this way to minimise the size of the scripts and the patch combinations but if someone really wants to make an exact copy of the effect, the resources are there to do it.įor what it's worth, I recorded a video of the original game portal animation. It's worth pointing out that the portal animation that I used is a very, very rough approximation of what's in the game. This includes the teleporting portals.Many other textures that have different appearances but which may not work well as a switch have been scripted to change in the test map so that people can see the effect.Anything that I thought worked well as a switch has been set up as one.People may, or may not, find that useful. I kept them as separate graphics to allow mixing and matching rather than baking the features on to particular backgrounds. I used a TEXTURES lump to combine base wall graphics with their appropriate feature patches.Some wall features don't work desperately well because they are meant to be 3D (an alcove, or something sticking out of the wall) and in Doom you can clearly see that's not the case. I spent a bit of time trying to prettify the above, but the style of the original graphics and the economical use of mirrored textures and other graphics in game mean that they will always be of a simpler style to even those of Doom.The DH wall features (switches etc) are often not as pretty as the EOB1 & 2 ones, but because they are designed to be universal, they can probably work on more backgrounds. So, I did that too, but with an eye on making the colours complimentary to those from the previous games. It applied coloured filters to its limited range of textures to increase variety. Dungeon hack uses the same engine and many of the same poor resources as EOBIII.

processing appeals beholder 2

EOBIII (which was not developed by Westwood Studios as 1 & 2 were) is almost universally regarded as a very poor relation to the previous games.

  • The EOBIII textures are more limited in number simply because most are either not really suitable or not particularly good looking.
  • The above involved a lot of cutting pasting and other tweaking because the original graphics are not set up for an engine like Doom at all. Some of the textures from Eye of the Beholder III and Dungeon Hack.
  • Most of the textures from Eye of the Beholder and Eye of the Beholder II are represented in some way.
  • In Doom the chat and switch sounds are less fitting then those in Heretic.īut all GZDoom supported IWADs basically work. In Hexen the switches are silent because of the switch sound set up in that game. It works with any IWAD but Heretic is best IMO (not that it really matters - it's just a bunch of walls and no gameplay). Just load and play (recommend doing so in Heretic). I think it's dying so I thought I'd get this out before that happens.Įye of the Beholder 1, 2, 3 and dungeon Hack texture resource. I was going to tweak it a bit further, but my computer has been making some weird noises, and failed to boot twice today.








    Processing appeals beholder 2