News | Forum | People | FAQ | Links | Search | Register | Log in
OTEX Texture Pack
The OTEX texture pack for the original Doom has finally been released.

https://doom.ukiro.com/about-otex/

During development I decided I wanted OTEX to become a de facto standard for non-derivative DOOM textures, and realized that meant I’d have to outdo all other texture sets in terms of versatility, and do so while sustaining a very high quality level. The incredible work in BTSX has remained a major inspiration in this pursuit, but I also wanted the broad range of CC4-TEX so that mappers would be happy to use OTEX as their one and only texture resource. These are more aspirations than quantifiable goals, but served as my guiding principles.

It's most notable for having powered the well acclaimed custom wad Eviternity, as well as many others.

It's brand new, mostly hand drawn, and fucking huge (over 3,800 textures). And it looks great!

For those reasons, I've decided to port it to Quake.

In lieu of a development blog, this thread will serve to document my progress and provide updates.
First | Previous | Next | Last
Great News! 
Ukiro has released OTEX v1.1: https://doom.ukiro.com/

Production will resume momentarily. 
 
It's a shame there's no easy way to convert them to the quake palette. So many times I have tried to convert them and greens will turn to browns, whole swathes of detail is lost because quake doesnt have enough greys, red highlights completely disappear etc etc.

The only quick solutions I can think of are either converting the whole lot to the quake palette without really caring how it messes the textures up and then having external textures enabled
OR
converting the Quake monsters etc to the same palette as OTEX and dropping the .pal file into the folder

Or you can just convert all 5,352 textures and slowly descend into madness 
@FifthElephant 
I think the best way to go is making OTEX an external texture source. It's easy, quick and you don't lose any colors since there's no convertion.

Changing the .pal of quake will screw up every texture in the game: monsters, weapons, ammo, powerups, all the mdl and bsp models, all the number and letters of the HUD, all the animated sprites... everything would have to be converted and replaced. It' too much. 
 
Fifth, Tribal: That's exactly what I've done before, yes.

OTEX v1.1 made this all that much simpler because it already provides a 24-bit PNG download for UDMF mappers.

However I will still be doing manual texture extraction in some cases because of... reasons that should be apparent quite soon. 
PS. 
having external textures enabled

FitzQuake has had this feature for almost 20 years now. ;-) 
Got Any Updates On This? 
I've come over from Doom mapping, and several months back i've seen some people use OTEX in Quake and Heretic 2... But the only place i've seen the conversion actually discussed was here.

Did this get anywhere? If not, could you at least give a download to what you've got so far? I'd be willing to see if i can finish it myself... it'd definitely be better than starting my own conversion from scratch :P 
 
Not currently, sorry - it's not in an useable state nor do I want to hand it over.

I don't know about OTEX in Heretic 2. I've only really seen one screenshot of OTEX in Quake that didn't come from me. 
Also 
I know it's been taking a long, but I really hope nobody starts their own conversion from scratch (because they'd fuck it up). 
 
Well it's been over 2 years of waiting for it so maybe best to let someone like Matt Fright actually finish it, if it's just a matter of folder sorting now. The screenshot above looks really good, dark marble and yellow lights nice. 
Nope. 
There's a ton of work left, including animated textures, transparent textures, fullbrights, etc. 
 
But since you’re asking so nicely I'll see what I can do in the next couple of weeks. 
Update. 
This is now on hold until OTEX 2.0 sees a full release.

More information here: https://eviternity.dfdoom.com/ 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.