A brief description of the files in the TEXTURES directory. FLAME* Anim series of small flame on ground. F_ series Futuristic theme. F_PANEL* A variety of panels and misc details. F_S1* series The textures for making angled beam supports as seen at the start of Nemisis.WAD. F_SW1* Wall switch. I_ series Industrial theme. I_CRET* A variety of makings and fixtures on a concrete wall. I_ELEV* A variety of supports with meshwork, suitable for constructing elevator sides or partial windows. I_RA* Safety rails, as seen at the start of Nemisis.WAD. I_STDOOR Steel Door (64x128) I_STEEL Braced steel panel. I_STEELB As above, but rusty. LIGHTN1* Anim series of lighting arc. L_ series Landscaping theme. L_DBANK Dirt riverbank. L_DBURN Burned dirt lava-riverbank. L_DBURNA to C Anim series of light from lava-river illuminating the burned dirt bank. L_DGRASS Dirt riverbank topped by fringe of grass. L_R* series Same as the series of dirt riverbank textures above, but grey rock instead of dirt. L_WOOD* Old weathered tree trunk. M_ series Mining theme. M_BARE Dark brown mine wall. M_CHN1* Anim series of chains in motion in a mineshaft. M_CHN2* Anim series of a chain set into a wall. M_PROP* Mine wall with supporting beams. M_SUPP* Wood texture for making supports in the wad rather than using the depiction of M_PROP* O_ series Organic theme. O_BRTH* Anim series of organic skin wall that is breathing. O_EYES* Anim series of skin wall with watching eyes. O_HIDE1 Rough scabby wall. O_RAWSKIN Red raw "skinned" wall. O_SKIN* Bare skin texture, in various sizes. (The bigger you use, the less repitition will show) O_SKNHD* Transitions between skin and scab. O_SKRAW* Transitions between skin and raw skin. O_SORE Area of skin wall ripped open. READOUT Pulse/EEG/life signs readout, for use as a scrolling texture. SWITCH* Patch texture of wooden lever, for placing on other textures to make a Switch set. S_ series stone textures. S_CONR* Cornerstones for the foundation stone texture. S_DARK, S_DARKER, S_LIGHT and S_LIGHTR are variations of the S_NORM texure, allowing texture brightness variation within a sector to better simulate light. S_FOUNDN Larger stones than in S_NORM, for use as the lower 128 half of a 256 high stone wall. S_LIT1* Anim series of flickering light from nearby torch lighting up the wall. (Use with S_DARKER as adjoining texture.) S_MOSC* Cornerstones for the mossy foundation stone texture. S_MOSFN* Mossy foundation stone texture, to be used like S_FOUNDN. S_MOSSY* Mossy stone texture. S_NORM The normal stone texture. (Two different sizes) S_RSW* Wood lever in stone - switch. S_WIND* Window set in stone wall. (S_WIND1 has a transparent window, while S_WIND2 is black) T_ series inTerior textures. T_ROUGH Crude clay/plasterwork/dry mud wall. T_ROUGH2 As above, but larger. T_ROUGHL Wood frame bordering wall on the left. T_ROUGHR As above, bordering on the right. T_RPROP* ROUGH wall with supporting wood beams. T_RSHEL* Wooden shelves on the wall. T_RWIN** Windows. The T_RWIN*B variations are transparent where the window is, rather than black. T_SUPP* Wood texture of supporting beams. T_WDBORD Wood boards. T_WDBUR* Burned wood boards. T_WOOD* Variety of wood textures.