See discussion in #1049.
If RW33_5 really is extraneous we can still get rid of it; otherwise it is now METAL9.
I've also taken the liberty of moving one of my recent textures.cfg additions to their proper place in the "Custom textures using resources of freedoom" section.
* textures: add GRAYRED and GRAYWIDE.
Also address #48 with respect to GRAYRED.
* textures: add AQPIPE06-7 and BROWN4.
The latter is called "BIGDOR6A" as the alternative BIGDOOR6.
* New Gray/ick wall by korp.
AS well new ones using stock patches.
* textures: add changes after April 2023.
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Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
* patches: raise sloppy skull.
The skull now better fits the original patch's skull position, making for a better Map28 start.
* patches: fix seams on adjusted rw48s.
Some maps probably still have some COMPUTE4 textures that use the rightmost column of screens to the left of the leftmost column, which the recent expansion to 256 pixels would have broken. This adds two brand new screens to fill up the space, using colour schemes similar to the spectral graph and blue nebula.
I would like to add these to PLANET1 as well but there are probably maps that accidentally use the previously existing blank space to the right that would be broken by such an addition. If it is known for sure that I am wrong about this, let me know and I will add those as well.
Since color index 255 is a special transparent color in some game
engines color 255 has been mapped to similar color 133 using make
target 'fix-legacy-transparency-pngs'. The images have also been
normalized with make target 'fix-deutex-pngs'.
Addresses #904. Defines the SUPPORT2 texture as though the SUPPORT2 patch were always 64 pixels tall.
A few pixels on the patch itself have been adjusted to get rid of a slightly visible seam, but the full patch height of 72 is unchanged.
Issue #866 turns out to be the case for all of these.
The little wood crates and VGCRATE1 are already normal in their shading.
The big wood crates are a mix of contiguous or outlined on both sides; the wood grain means any such stuff isn't very visible anyways.
I've also updated *CRATEM1 to give them the dark lined look the ends of the crates have. This might make the repetition too obvious but overall it seems like an improvement.
The idea here is that the horns on the skulls indicate the same shapes
as those used for the keycards:
* Blue: X shape
* Red: Horizontal (horns point horizontally atop head)
* Yellow: Vertical
In order to do this I color-swapped and exchanged the graphics for the
red and blue skull keys. This commit updates the skull key sprites,
status bar key icons and the skull key wall textures. As well as as the
color swap, I've also tweaked the skulls to increase emphasis on the
horn directions.
Added new textures with stock patches, check the comments.
Removed broken glasses textures since it was unused.
added a new light patche, t14_4, by korp.
The original DISASTER texture has the DOGRNMEN patch at (0, 0) and the DISASTER patch at (0, 32), and with the current DISASTER patch, it is almost cut off.
Korp submitted these on the Discord server. I converted the textures, and cut the "Disaster Area" text out of the texture using the "clean" version of the texture and the original version of the texture.
Now they only use the colors that have been used in DOOM's version of
the corresponding patches. This should prevent them from being too
bright or unnatural-looking.
Re-align the lines on BRICK and MOSSBRIK so they are at approximately the same height as the brick lines on the original Plutonia BRICK and MOSSBRIK. I just eyeballed the height of the lines.