Stuff you might want to ask, and what I might want to reply.
Where are these textures from?
They are from me. I made them. Many are drawn from scratch, others are based on photo sources.
You totally stole texture X from project Y!
No I didn’t. If it’s similar it’s possible that I drew inspiration from something else, but I made these.
How did you make these textures?
Photoshop, patience, experience. Most are done with a mouse but some, especially organic details, are with a wacom pen/tablet. Obviously some detail is also from photos. A sane person would use a 3D program for the bump maps but I’ve stubbornly stuck to using photoshop, since I apparently can’t make myself learn Blender or whatever.
Are you a professional?
Absolutely not. I’m genuinely unskilled for this kind of stuff, which is why these took something like 15 years to make. 99% of what I do looks like ass, but then I stubbornly keep going until it somehow looks good-ish.
Can you teach me to make textures?
No. You should learn from someone who knows what they’re doing.
What do the names mean?
Some day I might make an index of this and how I envisioned them being used, but don’t count on it. Most of the 4 letter sequences can be figured out, while others are more far fetched. BRCK is obviously brick, but BNKR meaning bunker is less clear perhaps, and I’ve honestly forgotten some of the names.
What do the numbers mean?
For most of them they refer to the subdivisions, first digit being vertical and second being horizontal (i know this is yx and not the standard xy, so sue me). For example 64px divisions is 3, and 32px is 4. So 64×32 blocks is 43. n7-9 is often alt variations of these patterns, 90+ is big symbols etc, and 00-09 is plain variations. Some themes deviate from this for various reasons but 40 will always be 32px “band” segments, and so on.
Why does everything start with an O?
Because I made them and my name is Ola. No IWAD textures or FLATs start with an O so I made that my own namespace.
Will you be adding more textures?
Maybe, but there are zero guarantees. It might also take 15 years, apparently. I will however add tweaks and fixes after the initial release.
Can I contribute?
Thanks for offering, but no. I want to retain absolute control over this set.
Requests and modifications
I need a special version of texture X. Can you create it?
If you’re in need of something that is somewhat universal, let me know and I can probably create it for you from the source material (which is always better than editing the down sampled, palette converted ones in the WAD). But if you need a super custom thing to create a specific effect in a single map, I probably won’t do it. These are meant to be fairly universal.
Can I make my own versions?
Please don’t, there’s considerable chance it won’t be as good as if I do it from the source files..
Can you convert these to the Heretic or Hexen palette?
No, these are Doom textures.
Why didn’t you make them PNGs? Let me educate you on 24 bit color!
Doom has an 8 bit palette. These are Doom textures.
You should make them high res!
No I shouldn’t. These are Doom textures.
Please make the skies taller to support mouselook!
Some are already 240 or 256, but I prefer Doom played the classic way, without mouselook, so it’s what I’ve designed for.
Usage and distribution
How do I copy them to my WAD?
You don’t, for now. Instead, instruct people to play your wad with otex.wad. That way any future refinements that I make will carry over to your WAD and you avoid bundling 60MB of textures with every map set. (Also, keep reading.)
But I want to use your textures alongside other textures!
If there is some style or variation you’re missing, let me know and maybe I can add it. If not, you can still make your level include some custom textures and work with otex.wad by including a TEXTURE1 definition in your WAD, since otex uses TEXTURE2. Now there are some compatibility issues with certain engines for this, however.
I absolutely demand to use some of these included in my WAD!
As of right now, OTEX is not done: I am still adding and refining. Because of this, I want to limit the amount of incomplete and outdated sets in circulation. So for now, please don’t embed the textures with your level(s). I have made exceptions for certain projects and you can always contact me to discuss, but know that I plan to allow embedding the textures with a WAD or PK3 down the line. I just want to feel entirely done with these textures before then, and I am not quite there yet.
I want to use these in a project with a custom palette!
If you only do things like de-saturate the blue’s a little but leave their positions in the palette intact, it’ll work fine. If you do something more extensive, like Ancient Aliens, this won’t work. There are a lot of very careful color utilization choices made in these textures so changing those around will fuck shit up.
How do I use the skies?
Google “MBF Sky Transfers”.
What the hell is texture X for?
Whatever you want. You don’t have to use it.
Feedback and bugs
I found a stray pixel / tiling issue / face of jesus!
Let me know what texture it is and what the error is, and I’ll fix it.
The circle on texture x is squished!
No it isn’t, it’s you who are playing on the wrong aspect ratio settings. Doom does not have square pixels, which is due to the original resolution being 320×200 on a 4:3 aspect ratio.
Why aren’t these working in vanilla/chocolate DOOM?
Because skies have a TEXTURE height exceeding 128. Sorry, but as much as I want to honor the original, I want to be able to build maps where you see far down without having to resort to vertical tiling skies. There’s also ANIMATED and SWITCHES lumps that are incompatible with vanilla Doom.