Replacing IWAD textures with PBR versions

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Expand view Topic review: Replacing IWAD textures with PBR versions

Re: Replacing IWAD textures with PBR versions

by neoworm » Thu Nov 08, 2018 5:53 pm

It didn't help, Could somebody create for me a mod with working replacement for stock HeXen texture which I could use as a base?

Re: Replacing IWAD textures with PBR versions

by neoworm » Thu Nov 08, 2018 4:14 am

I will try that, thanks.
I wanted to try what it can do and test Materialize. And glossiness I got from the PBR tutorial thread, where it is in the example.

Re: Replacing IWAD textures with PBR versions

by Nash » Wed Nov 07, 2018 5:22 pm

Try enclosing texture path names with ", for example

Code: Select all

normal "normal\W_001_normal.png"
Also, glossiness is only used for specularity workflow (diffuse/specular/normal). For PBR workflow, glossiness (and specularlevel) doesn't do anything.

I generally advise against using PBR for the time being as its implementation is incomplete. PBR requires reflection probes to work as intended, which GZDoom doesn't implement yet. For now, I'd recommend sticking to specular workflow.

Re: Replacing IWAD textures with PBR versions

by neoworm » Wed Nov 07, 2018 4:42 pm

I use following code in GLDEFS:

Code: Select all

material texture W_001
{
	normal normal\W_001_normal.png
	metallic metal\W_001_metallic.png
	roughness rough\W_001_smoothness.png
	ao ao\W_001_ao.png
	glossiness 10
}
I have all the textures at right paths now I think. Previously I was missing "patches" folder and had the diffuse textures right in the root of PK3 and it didn't even showed them ingame. Right now it only shows the modified diffuse texture with removed shadows and doesn't react to dynamic lights at all.

I tried to make a map and use the texture under some different name but GZDooM builder gives me IO error when saving every time.

Re: Replacing IWAD textures with PBR versions

by Talon1024 » Tue Nov 06, 2018 9:54 pm

First of all, which PBR textures did you generate? Secondly, have you shined any lights on them to verify that they are indeed non-PBR textures?

PBR textures for GZDoom require:
  • Metalness
  • Roughness
  • Ambient occlusion
  • Normal map
If any one of these are missing, GZDoom won't use PBR.

Also, maybe check your GLDefs to ensure you're using the right keywords to point to each material.

Replacing IWAD textures with PBR versions

by neoworm » Tue Nov 06, 2018 4:39 pm

Using Materialize I generated normal, AO and some other PBR material maps for stock HeXen textures with suprisingly good results (at least from the preview). And I would like to make a replacement mod that just swaps the stock textures with the generated PBR ones. But I cannot force GZDooM to show them ingame. I tried naming them in GLDEFS both as raw textures (W_001, W_002 etc.) and their TEXTURES names (CAVE1, CAVE2 etc.) but ingame it still shows normal textures. Where am I making mistake?

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