DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

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DrFrnknsprtr
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by DrFrnknsprtr »

Reinchard2 wrote: Tue Sep 20, 2022 5:22 am
DrFrnknsprtr wrote: Tue Sep 20, 2022 4:47 am Original Res Textures for these work well believe it or not, been experimenting with GIMP and palettes to do the materials at doom res since some things get crunched in the resize process, and it has little performance cost, BIMP for GIMP was highly helpful in this btw
Source?
https://imgur.com/zozQd3d did this with the D64 PBR Textures, I think initial res was 4 x and I brought it down to 1 x
Reinchard2
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by Reinchard2 »

Marbface:
Spoiler:
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Ferretmanjcdenton
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by Ferretmanjcdenton »

When trying to use this on Delta touch I get a shader error about parallax something .any idea if that's fixable ?
Reinchard2
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by Reinchard2 »

Ferretmanjcdenton wrote: Mon Oct 03, 2022 3:59 pm When trying to use this on Delta touch I get a shader error about parallax something .any idea if that's fixable ?
Hard to say because I never used this port. Interestingly, someone mentioned a few pages earlier that he used Delta Touch and everything worked fine for him. I'm guessing this port doesn't support parallax shader, maybe? If so, just delete a few lines from gldefs (those containing "Shader "shaders/texture/parallax.fp/parallax2.fp"" and "Texture tex_heightmap "materials/heightmaps/*texture_name_here.png"").

So for example you should have something like this:

material Texture "tekwall4"
{
normal "materials/normalmaps/tekwall4.png"
metallic "materials/metallic/tekwall4.png"
roughness "materials/roughness/tekwall4.png"
ao "materials/ao/ao_blank2.png"
}

instead of this:

material Texture "tekwall4"
{
Shader "shaders/texture/parallax2.fp"
normal "materials/normalmaps/tekwall4.png"
metallic "materials/metallic/tekwall4.png"
roughness "materials/roughness/tekwall4.png"
ao "materials/ao/ao_blank2.png"
Texture tex_heightmap "materials/heightmaps/tekwall4.png"
}
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generic name guy
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by generic name guy »

Ferretmanjcdenton wrote: Mon Oct 03, 2022 3:59 pm When trying to use this on Delta touch I get a shader error about parallax something .any idea if that's fixable ?
Download the 2 shaders in the folder. https://mega.nz/folder/Ovp2iRiR#YwQl-i-DDgBLiIliDXLqSw
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generic name guy
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by generic name guy »

Reinchard2 wrote: Tue Oct 04, 2022 3:02 am
Ferretmanjcdenton wrote: Mon Oct 03, 2022 3:59 pm When trying to use this on Delta touch I get a shader error about parallax something .any idea if that's fixable ?
Hard to say because I never used this port. Interestingly, someone mentioned a few pages earlier that he used Delta Touch and everything worked fine for him. I'm guessing this port doesn't support parallax shader, maybe? If so, just delete a few lines from gldefs (those containing "Shader "shaders/texture/parallax.fp/parallax2.fp"" and "Texture tex_heightmap "materials/heightmaps/*texture_name_here.png"").

So for example you should have something like this:

material Texture "tekwall4"
{
normal "materials/normalmaps/tekwall4.png"
metallic "materials/metallic/tekwall4.png"
roughness "materials/roughness/tekwall4.png"
ao "materials/ao/ao_blank2.png"
}

instead of this:

material Texture "tekwall4"
{
Shader "shaders/texture/parallax2.fp"
normal "materials/normalmaps/tekwall4.png"
metallic "materials/metallic/tekwall4.png"
roughness "materials/roughness/tekwall4.png"
ao "materials/ao/ao_blank2.png"
Texture tex_heightmap "materials/heightmaps/tekwall4.png"
}
This might work, but to my knowledge, shaders in GZDoom are compiled when you launch the game.
Reinchard2
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Location: Poland - Bytom

Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by Reinchard2 »

Update:
Added new tekwall, sladrip animation, nukedge1 and lots of flats. All flats for episode 1 are done. As for textures there are still few to be done: brnsmal, comp2, lite2, sw1brn2, sw1brngn and that's all.
Links to version 1K, 512 and 256 are updated in opening post.
SaucepanSF
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by SaucepanSF »

Keep going man! Your dedication to this is appreciated, and not going un-noticed.
Reinchard2
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by Reinchard2 »

@SaucepanSF
Thanks, good to hear that!

Playing second episode with 256 (only twice the size of original) version of my pbr textures and Project Relight:










cosmos10040
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by cosmos10040 »

This works great on delta touch using generics shader fix, but one thing I cannot see are bullet holes, using dbulletchips ornnash decals I shoot any wall ans cannot see the holes. Mayne I'm doing something wrong.
Reinchard2
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Location: Poland - Bytom

Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by Reinchard2 »

I just checked and for me decals show up normally. Maybe problem is related to some add-ons you're using.
Reinchard2
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Location: Poland - Bytom

Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by Reinchard2 »

Some work on episode 2 texture set
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BROS_ETT_311
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by BROS_ETT_311 »

Reinchard2 wrote: Thu Oct 13, 2022 12:26 am Some work on episode 2 texture set
Spoiler:
Holy moly that looks incredible! Really looking like a 3d environment.
cosmos10040
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by cosmos10040 »

Reinchard2 wrote: Thu Oct 13, 2022 12:07 am I just checked and for me decals show up normally. Maybe problem is related to some add-ons you're using.
For some reason my decals were set to 1. Lol
Reinchard2
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Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by Reinchard2 »

New version of sp_rock:
Spoiler:

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