Mynameislol wrote:Guess which one is which.
Both look great actually... Can you share your processing method? I want to try it on the Doom 3 texture pack from D4T!!!
Mynameislol wrote:Valken wrote:Just awe inspiring to play through... I wish there was a Doom64 wad to regular D1/D2/UD conversion just to use these!
There is, but it disabled the PBR materials for some reason, couldn't get it to work
I figured out how to enable your PBR for D1/D2/UD and other maps that use vanilla assets!
Basically that D64 texture mod was a modified Super Duper 64 Doom with some changes. All the texture changes were scripted by the file = "TEXTURES.replace".
It swapped in the D64 textures for the reference Doom textures, but the GZDoom renderer still reference the map with basic texture NAMEs even though I had made sure to load your PBR file following the textures. By making copies of the SWAPPED IN D64 PBR files with the same name as the REPLACED Doom texture and saving the pk3 file again, it worked!!!
Example code:
Texture ZDOORB1, 128, 128
{
Patch CDOR3, 0, 0
}
I simply copied CDOR3.png to ZDOORB1.png for the corresponding ao, metallic, normalmaps and roughness "auto" folders inside each of those 4 folders.
This works loading either Doom 64 TC or the Doom 64 map set with this PBR file! As long as that script is loaded following the PBR file. Tested with a few user maps. I am sure this can be improved by fine tuning the files ...
The problem is there that there are 5000+ lines in that file with multiple D64 textures referenced for some of the vanilla doom textures, and have to figure out how to create a batch file to process D64 PBR file copies with the corresponding Doom texture names! It will take a long time to copy and paste it by hand and unsure if it is possible to swap PBR texture names via scripting as well.
If any script gurus are interested, I have attached the textures.replace file for review.
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