Do not include the specular if you're using a PBR workflow. It's either normal/specular for a standard material or normal/ao/roughness/metallic for a PBR material, so that's likely what's breaking it.
https://zdoom.org/wiki/GLDEFS#Materials
Search found 13 matches
- Fri Aug 29, 2025 10:57 am
- Forum: Technical Issues
- Topic: PBR textures are not working properly.
- Replies: 2
- Views: 198
- Thu Jul 10, 2025 4:59 am
- Forum: Technical Issues
- Topic: GZDoom - Material Definition Changes Post 4.11
- Replies: 10
- Views: 515
Re: GZDoom - Material Definition Changes Post 4.11
Yeah, creating normalmaps from scratch is not easy, especially if you're working from a texture rather than a proper diffuse/albedo map and using correct height and surface information exported directly from a 3D modelling application or some such. Just generating height and normal maps (with a tool ...
- Mon Jun 09, 2025 6:07 am
- Forum: Technical Issues
- Topic: GZDoom - Material Definition Changes Post 4.11
- Replies: 10
- Views: 515
Re: GZDoom - Material Definition Changes Post 4.11
To make this a bit easier to understand and so you can see it for yourself directly, I have uploaded a pair of PK3 files to GoogleDrive that demonstrate the issue in the simplest way possible. Just drag them onto the GZDoom executable one at a time with no other mods loaded, start a new game, go ...
- Mon Jun 09, 2025 5:14 am
- Forum: Technical Issues
- Topic: GZDoom - Material Definition Changes Post 4.11
- Replies: 10
- Views: 515
Re: GZDoom - Material Definition Changes Post 4.11
Yep, I already did all that and have identified the issue in isolation, which is why I posted here and how I know where the problem lies. This happens if I only use one single texture and nothing else, so there are no possible conflicts in my mod that could be causing this problem. For clarity, I'll ...
- Sun Jun 08, 2025 6:18 pm
- Forum: Technical Issues
- Topic: GZDoom - Material Definition Changes Post 4.11
- Replies: 10
- Views: 515
Re: GZDoom - Material Definition Changes Post 4.11
HD-Overhaul-Doom is the mod I have created and is what has stopped working. It has all the HD textures, PBR materials, 3D models, shaders, and definition files required for my HD overhaul of the Doom resources. It contains over 8000 files and overrides pretty much every resource included in the base ...
- Sun Jun 08, 2025 3:17 am
- Forum: Technical Issues
- Topic: GZDoom - Material Definition Changes Post 4.11
- Replies: 10
- Views: 515
Re: GZDoom - Material Definition Changes Post 4.11
Thanks for the response! As per my post, version 4.10 is the last release that worked properly. Any version beyond that breaks the materials (I've tried all of them after that, right up to the latest one.) Nothing has changed in my mod, so something is definitely different in the way the shaders ...
- Sat Jun 07, 2025 3:52 am
- Forum: Technical Issues
- Topic: GZDoom - Material Definition Changes Post 4.11
- Replies: 10
- Views: 515
Re: GZDoom - Material Definition Changes Post 4.11
I guess nobody has any clues about this...?
- Fri May 23, 2025 11:23 am
- Forum: Technical Issues
- Topic: GZDoom - Material Definition Changes Post 4.11
- Replies: 10
- Views: 515
GZDoom - Material Definition Changes Post 4.11
A few years ago, I made a large texture mod for my installation of GZDoom (version 4.10) that included a full set of HD flats, walls, model textures, along with a bunch of PBR material files and parallax/displacement shaders for them. After downloading the 4.14.1 update for GZDoom, most of these now ...
- Tue Jun 29, 2021 5:47 pm
- Forum: Scripting
- Topic: Using brightmaps with shaders in GZDoom 4.5+
- Replies: 8
- Views: 948
Re: Using brightmaps with shaders in GZDoom 4.5+
Not sure about the second one but, if you use the latest version of GZDoom and the modified parallax shader below, it should support displaced PBR textures with working brightmaps (it does for me anyway.) #define RELIEF_PARALLAX // #define NORMAL_PARALLAX mat3 GetTBN(); vec3 GetBumpedNormal(mat3 tbn ...
- Fri May 15, 2020 3:23 am
- Forum: Bugs [GZDoom]
- Topic: GL Texture Precaching with Demo Piayback
- Replies: 4
- Views: 1146
Re: GL Texture Precaching with Demo Piayback
Is turning precaching back on for demos something that would be simple to test and would you be open to it?
- Sun Apr 19, 2020 3:29 pm
- Forum: Bugs [GZDoom]
- Topic: GL Texture Precaching with Demo Piayback
- Replies: 4
- Views: 1146
Re: GL Texture Precaching with Demo Piayback
When you say that the game timer isn't halted, I presume you mean between levels so it would cause a significant delay only in multi-level demos when it takes forever to cache the assets between levels? The way it is now, the demo loads very quickly, but there are significant delays during playback ...
- Sat Apr 18, 2020 10:25 am
- Forum: Bugs [GZDoom]
- Topic: GL Texture Precaching with Demo Piayback
- Replies: 4
- Views: 1146
GL Texture Precaching with Demo Piayback
Not sure if this is a bug or not, but the precaching option for textures doesn't seem to work when playing back a demo. I've been compiling a HD overhaul mod from multiple high quality texture sources and it has got quite large now as I'm using normal and specular maps on top of an almost full set ...
- Tue Apr 14, 2020 11:08 am
- Forum: Scripting
- Topic: Colorization in GLDefs: How to use?
- Replies: 1
- Views: 308
Re: Colorization in GLDefs: How to use?
I'd also really like to see somew more information on this if possible. I assume you define the colour first, then assign it in the material or something? A couple of examples would be really handy 
