Makkon Textures

I may be misremembering, but weren't there supposed to be new roof textures in the latest version? I was looking at one of the new example maps in the editor and there's a few textures that weren't included.
 
I may be misremembering, but weren't there supposed to be new roof textures in the latest version? I was looking at one of the new example maps in the editor and there's a few textures that weren't included.
yeah the new roof textures are a work in progress, sorry about that
 
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Not to disturb you and your excellent texture making process too much, but I could not shake the urge to mention how sorry I feel noticing that the first time many people are going to see your art is in Graven, an evidently cynical product of boom-shoot nostalgia to say the least; I can only hope they paid you the licensing fee.
 
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Not to disturb you and your excellent texture making process too much, but I could not shake the urge to mention how sorry I feel noticing that the first time many people are going to see your art is in Graven, an evidently cynical product of boom-shoot nostalgia to say the least; I can only hope they paid you the licensing fee.
"...evidently cynical product of boom-shoot nostalgia to say the least..." Sorry for interrapting. Just became curious. What do you mean by cynical product? Graven is really cool game. In its niche. And sir Ben "Makkon" Hale worked there officially
 
Not to disturb you and your excellent texture making process too much, but I could not shake the urge to mention how sorry I feel noticing that the first time many people are going to see your art is in Graven, an evidently cynical product of boom-shoot nostalgia to say the least; I can only hope they paid you the licensing fee.
like stickflip said, I was hired to make custom textures specifically for Graven, and I was paid for my labor. I worked with the level designers to make textures specifically for their needs until my contract was done.
I'm really not worried and also don't care if Graven is someone's first introduction to my work. the overwhelming sentiment that I've seen is that the game looks positively gorgeous because of the efforts of the entire art team, and all other issues of the game don't have any bearing on that. I do hope that most gamers are capable of understanding that game development teams are not monolithic and are comprised of many different people with different roles and specific contributions, but if they lack that nuance and understanding, it really doesn't affect me.
 
I'm really not worried and also don't care if Graven is someone's first introduction to my work. the overwhelming sentiment that I've seen is that the game looks positively gorgeous because of the efforts of the entire art team, and all other issues of the game don't have any bearing on that. I do hope that most gamers are capable of understanding that game development teams are not monolithic and are comprised of many different people with different roles and specific contributions, but if they lack that nuance and understanding, it really doesn't affect me.
Thank you for being so serious- seriously(!) In retrospect, as well as regarding what you said, it was totally foolish of me to assume you'd be up all night thinking about how the game you worked on as a member of the art team may not have very good enemy pathfinding or whatever; obviously, that's not your problem. Regardless, while I strive to keep the understanding you describe, I still wish for the end product to be enjoyable in all aspects- although, stickflip is right as well- this probably isn't the best place to talk about this. :S
 
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Makkon updated Makkon Textures with a new update entry:

Huge General Update

in preparation for QBJ3, I'm updating all of my wads with their current progress.

we worked very hard on the mod, and I've ultimately run out of bandwidth/energy to give a proper presentation for this update in time. please download the latest and check them out for yourself!

in alphabetical order
  • concrete:
    • new cinder block textures
  • gothic stone
    • arrow slits and a window sheet
  • industrial
    • small update to textures overall for...

Read the rest of this update entry...
 
Hi, I'm new here. I loved your texture. I'm starting to make maps for Quake, and I have a question. I'm looking for a specific texture in Makkon_natura, but I can't find it. Was this file updated or is this specific texture missing?
 
Hi, I'm new here. I loved your texture. I'm starting to make maps for Quake, and I have a question. I'm looking for a specific texture in Makkon_natura, but I can't find it. Was this file updated or is this specific texture missing?
you should be able to access all archived versions of anything on slipseer in the History tab, each update version has a download link
1768514039514.png
 
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you should be able to access all archived versions of anything on slipseer in the History tab, each update version has a download link
View attachment 7151
Thank you, but unfortunately I didn't find the texture I'm looking for. I'm looking for this grass/leaves texture from these screenshots.
Screenshot_9.png
Screenshot_8.png
ctsj2_bal_2026-01-15_19-52-36.png

I have no idea where to find this texture
 
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Click on the main Download button for this resource. You'll get a popup listing lots of zip files. Look for the last one, makkon_nature. Files in that wad starting with grs_ are updated versions of the ones you're looking for.

If you really want the older versions, I think you'll find those in v4.5.2 - it's the makkon_nature_legacy zip file and they start with the ground_ prefix.
 
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Click on the main Download button for this resource. You'll get a popup listing lots of zip files. Look for the last one, makkon_nature. Files in that wad starting with grs_ are updated versions of the ones you're looking for.

If you really want the older versions, I think you'll find those in v4.5.2 - it's the makkon_nature_legacy zip file and they start with the ground_ prefix.
Thank you, I found what I was looking for
 
I wanted to use these for a remake of one my old half-life maps, but when I add the wad file and check them in the hammer editor they are all black and white, do I need to further convert them?
 
I wanted to use these for a remake of one my old half-life maps, but when I add the wad file and check them in the hammer editor they are all black and white, do I need to further convert them?
You need to convert them into wad3, and they should work well. I do it in Wally (attached pic)
 

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I've been working on some upcoming updates. mostly industrial and concrete.

in industrial, I've finally added hazard stripes
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you can see above, there's also a new heavy embedded industrial light
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I've added a new huge 1k metal wall panels texture. works great as a generic fill over very simple geometry, great to use across your whole map.
tbsketch_55_2026-07-25_23-28-55.png

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a particularly difficult texture to make is this tiling and decal metal scrap set. it involved modeling various scrap parts in plasticity, simulating them onto a plane in blender, and manually fixing the tiling before baking it to a heightmap and IDmask
tbsketch_51_2026-07-07_02-03-58_2.png

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next up are a replacement for the industrial bricks. these bricks are larger, but properly on a regular grid (like 8x4 instead of 12x6). the color is derived from the colorizers I made and use for stone and concrete. generally I feel these look a lot more believable and sit much better with my other textures. there are also a few more colors this time around, while I removed some redundant ones.
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next and my most favorite are some huge 1k tiling concrete sheets. like the 1k metal panels, these are meant to be a useful generic fill to use across your whole map.
tbsketch_54_2026-08-09_14-41-15.png

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I used one in my recent collab map with Mazu for q30dm jam, Malignant.
q30_malignant_2026-08-07_19-43-37.png

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I've also added a set of metal panels with some worn/decaying variations that show the underlying frame. these also come in fence variations
tbsketch_55_2026-08-09_23-15-01.png

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that's all for now, thanks for looking.