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?
Replacing IWAD textures with PBR versions
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Re: Replacing IWAD textures with PBR versions
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:
Also, maybe check your GLDefs to ensure you're using the right keywords to point to each material.
PBR textures for GZDoom require:
- Metalness
- Roughness
- Ambient occlusion
- Normal map
Also, maybe check your GLDefs to ensure you're using the right keywords to point to each material.
Re: Replacing IWAD textures with PBR versions
I use following code in GLDEFS:
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.
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 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
Try enclosing texture path names with ", for example
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.
Code: Select all
normal "normal\W_001_normal.png"
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
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.
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
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?