Joven0culto wrote: ↑Sun Nov 30, 2025 1:09 pmI have never had to maintain the image extensions for them to work correctly
You only need extensions for full paths. "Vanilla style" 8-characters names don't need the extension and paths put into them.
nor the location of the textures folder with respect to the texture definition file.
This doesn't actually matter for GZDoom, the issue they had is exclusive to the OS itself- you can't have a folder and a file with the same exact name in Windows. GZDoom doesn't care, though, so this is fine.
Even though they are “high-resolution” textures, they have always worked fine without having to put them in the HIRES folder, which really annoys me because I always did it according to the official documentation, and it's wrong.
The documentation and the way you did it are correct ways to do hires textures. The HIRES folder is for automatically replacing low-res textures with hires ones, like for hires texture packs, but you don't
have to use it. (And to use the HIRES folder, you need a version of the texture with the "normal" world scale/resolution in the normal textures folder, with the hires version in the HIRES folder)
The PK3s work fine for me. You need a fairly bright light source like the plasma for it to be noticeable, though, rockets and the other coloured lights make dimmer specular highlights. It's also easiest to see at glancing angles, where you can see the elongated tails of the specular highlights.
As said above, keep in mind sector lighting doesn't get affected by PBR, only dynamic lights do. This is because sector lighting has no direction. It's a type of ambient light, and the lighting effects from PBR are directional, so PBR can't work with it.
Also keep in mind PBR doesn't work properly with "standard" dynamic lights, you need the "attenuated" lights for it to work properly.