MrDeAD1313 Posted April 12, 2018 Ooooo this is cool. I immediately imagine using these textures for VR. Would be incredible I think. Looking great :D 2 Share this post Link to post
Impie Posted April 12, 2018 Man, this would make Strange Aeons look badass. You can totally use that wad to experiment with this if you want. 0 Share this post Link to post
Arl Posted April 12, 2018 (edited) On 11/4/2018 at 7:52 PM, kb1 said: Very nice! Would you mind releasing a WAD with some of these, to allow me to experiment with some rendering code using your data? Sure, I don't have any problem in sharing my progress in this project. Know that this isn't a wad but a foder containing several sub-folders, I use the good old 'Skins' folder to autoload my mod folder with the game, so you'll have to do the same to use it: http://www.mediafire.com/file/5t3o7xo5mxcvztl/materials.rar On 11/4/2018 at 8:35 PM, dmg_64 said: How the heck did you guys manage to get your PBR setups working? I named my spec, normal and AO after the flat I'm about to apply material to, and placed them in their proper /auto/ (materials/normal maps/auto/ ...etc) folders but I get nothing in game, I'm using latest GZDoom, I'm I missing something? I also struggle with this. Fist make sure name conventions are correct, I don't know if you separate 'normal maps' in this post or you actualy have the folder named like that, when is actually 'normalmaps' without spaces. Next, note that PBR require four kinds of textures (normal map, AO, roughness, metallic) while simple Normal map requires two (normal map, specular), let's say that these are two diferent circustances. If you lack or put something extra in any of those circustances you'll get nothing in game. The only texture that is required and work in both circustances is the normal map. Another thing that gave me problems was the names of the textures, since I was looking at the patches in XWE while the actual textures Doom uses are the combined patches defined in the TEXTURE lump, so there is where I needed to look out for the texture's names. FLATS are unchanged and the name stays the same as the graphics you can see in, for instance, XWE. Also, make sure to have everything okey in Options/display options/dynamic light options. And to have 'Load Lights' checked in the GZDoom launcher. I tried to define a GLDEFS with no avail. Edited April 17, 2018 by Arl 5 Share this post Link to post
snapshot Posted April 12, 2018 (edited) Ah, so that's why they don't show up, kinda weird, I'm not used to having to provide those extra maps, worked thanks :) Spoiler Edited April 12, 2018 by dmg_64 1 Share this post Link to post
wheresthebeef Posted April 12, 2018 Not feeling it on those giant bricks; might be better if they were 1/4 their size. Otherwise they all look fantastic 1 Share this post Link to post
Ledillman Posted April 12, 2018 You're doing God's work. And I love you 0 Share this post Link to post
kb1 Posted April 13, 2018 20 hours ago, Arl said: Sure, I don't have any problem in sharing my progress in this project. Know that this isn't a wad but a foder containing several sub-folders, I use the good old 'Skins' folder to autoload my mod folder with the game, so you'll have to do the same to use it: http://www.mediafire.com/file/5t3o7xo5mxcvztl/materials.rar Thanks! 1 Share this post Link to post
Mayomancer Posted April 13, 2018 Man, i sure as hell would like to play some Doom with that. Looking awesome. 0 Share this post Link to post
ni1chigo2115 Posted April 13, 2018 rar is not compatible with gzdoom, so it is recommended that once downloaded people decompress it and recompress it to 7z or Zip https://i.imgur.com/QgkZjKm.jpg https://i.imgur.com/9ollnkk.jpg https://i.imgur.com/h4VX8MB.png i try GLE1M1(dynamic light only E1M1) http://www.moddb.com/mods/gl-e1m1/downloads/opengl-e1m1 Liquid is Doom Liquid textures pack V1.1 http://www.moddb.com/games/doom-ii/addons/doom-liquid-texture-pack great work. 2 Share this post Link to post
Devalaous Posted April 14, 2018 STOP! I can only get so hard! _______ seriously though, this is amazing. How an HD remake of Doom SHOULD look. 1 Share this post Link to post
mark55 Posted April 14, 2018 Nice! Though when I downloaded them and got them autoloading they only show up when being hit with a dynamic light (like a plasma rifle) otherwise i still see the normal vanilla texture look and lighting. Do I have a setting wrong in gzdoom or something? 1 Share this post Link to post
ni1chigo2115 Posted April 14, 2018 12 minutes ago, mark55 said: Nice! Though when I downloaded them and got them autoloading they only show up when being hit with a dynamic light (like a plasma rifle) otherwise i still see the normal vanilla texture look and lighting. Do I have a setting wrong in gzdoom or something? No. GZDooM supports PBR, but it seems not to correspond to parallax mapping. Anyway in gloss expression, map ambient light derived from DOOM is not directional and completely helpless. I used GLE1M1 to replace everything with dynamic light to give directivity to ambient light. As a point that I care about in GZDOOM, it is that the specular reaction only goes directly to the bottom, but since I do not know which is right, I am doing it for now. (A new Flash light was added in DarkDooMZ 1.3, it is easy to understand if you try it) 0 Share this post Link to post
hardcore_gamer Posted April 14, 2018 11 hours ago, toshiaki2115 said: I used GLE1M1 to replace everything with dynamic light to give directivity to ambient light. Interesting. I thought using mostly just dynamic lights for lightning would cripple performance. 0 Share this post Link to post
snapshot Posted April 14, 2018 On 12/04/2018 at 8:21 PM, wheresthebeef said: Not feeling it on those giant bricks; might be better if they were 1/4 their size. Tried scaling them down, and added bit of glossiness and depth to simulate rain effect, does it look worse? lol Spoiler 2 Share this post Link to post
Catpho Posted April 14, 2018 20 minutes ago, dmg_64 said: Tried scaling them down, and added bit of glossiness and depth to simulate rain effect, does it look worse? lol Reveal hidden contents Somewhere between actual wet bricks and nylon wrap :P 1 Share this post Link to post
wheresthebeef Posted April 14, 2018 1 hour ago, dmg_64 said: Tried scaling them down, and added bit of glossiness and depth to simulate rain effect, does it look worse? lol Okay so maybe it just doesn't work well with brick textures :D 1 Share this post Link to post
DooM_RO Posted April 14, 2018 You might want to tone down the roughness in some of the metal textures. Depending on the context the textures are used the player might interpret them differently due to the low res nature of the original. Here is a post I made in a different thread you might find useful. That's kind of a problem with these kinds of texture recreations. The original textures are low-res enough that the brain has to fill in the missing information. This actually constitutes an advantage because the texture can be interpreted in different ways depending on the context. So if the player is a in a room with lots of concrete, he will fill in the missing information of the texture as "brown concrete" but if he is in a room full of brown metal then he will fill in the information as "brown metal" However, this interpretative aspect is lost the higher-res the remade textures are. So, if the player sees this texture in a room with lots of metal, it might look strange if the texture is concrete. That is why I think it would be a good idea to supply the texture .WAD with multiple versions of the same texture. 3 Share this post Link to post
esselfortium Posted April 14, 2018 This is a really cool effect, though I think the glossiness seems excessive in a lot of these screenshots, like a UAC janitor has just spent 1000 hours wiping down every surface with oil. A more subtle variation would probably look more convincing, I think! 3 Share this post Link to post
Arl Posted April 16, 2018 (edited) Very good news, an user named Mynameislol made me aware of someone in Reddit by the name of Mpobers that worked on original scaled normal maps for Doom some years ago. I contacted the said Reddit user and he was more than happy to share his work, and it's a lot! I'm talking of more than 70% of the normalmap required for the totality of the game. This normal maps where made some years ago, fortunately now his work can be put to use after all this time, and this is going to push things forward quite a distance. I'm very happy and motivated with this hidden treasure, now the future seems less laborious. Here's a pic just to add more goodness to the post: 19 Share this post Link to post
DOOMGABR[RU] Posted April 16, 2018 This is INCREDIBLE!!! I can't wait check out your stuff! 0 Share this post Link to post
snapshot Posted April 16, 2018 Ah, the lighting finally feels more natural :) Incredible stuff indeed, can't wait to test this. 0 Share this post Link to post
xanrer Posted April 16, 2018 (edited) @Arl Damn son... thats.. beautiful. Also @toshiaki2115 thanks for bringing some interest to my half assed GLE1M1 project. Im seeing some weird graphical glitches here and there, and reflections of blue color is kind of passive compare to others but i think these are all normal at this state of gzdoom pbr release, im sure they will fix those. I guess we are one more step closer to bring doom to reach modern graphics :p Pictures with pbr Spoiler Pictures without pbr Spoiler Edited April 29, 2018 by xanrer 2 Share this post Link to post
Bauul Posted April 16, 2018 On 4/12/2018 at 12:29 AM, Arl said: I tried to define a GLDEFS with no avail. You mean you got all this working without defining GLDEFs? So GZDoom automatically loads the materials maps if they're in the right folders and have the right names? That's interesting. Incidentally, we got GLDEFs working in Elementalism with this kind of format: material texture ZRMARBG2 { normal materials/zoon-tex/ZRMARBG2_normal.png metallic materials/zoon-tex/ZRMARBG2_metallic.png roughness materials/zoon-tex/ZRMARBG2_rough.png ao materials/zoon-tex/ZRMARBG2_ao.png glossiness 25 } On 4/14/2018 at 6:36 AM, hardcore_gamer said: Interesting. I thought using mostly just dynamic lights for lightning would cripple performance. Not at all actually. I think if you used hundreds of overlapping lights it would eventually slow things down, but mostly it has very minimal effect on performance. On 4/14/2018 at 6:47 AM, dmg_64 said: Tried scaling them down, and added bit of glossiness and depth to simulate rain effect, does it look worse? lol This is a limitation of the basic Normal + Specular map approach. It makes everything look kind of plasticy. The full PBR approach (specifically the "roughness" map) goes a long way to improving the look of rough textures like bricks. 1 Share this post Link to post
hardcore_gamer Posted April 16, 2018 What are the benefits if using gldefs instead of just putting the maps into the auto folder? I understand you get some extra control but does it matter most of the time? 0 Share this post Link to post
Arl Posted April 16, 2018 2 minutes ago, hardcore_gamer said: What are the benefits if using gldefs instead of just putting the maps into the auto folder? I understand you get some extra control but does it matter most of the time? I want to use gldefs to tell the material to use a texture by path instead of name, that way I can set one single normal/AO/metallic/roghness for all the textures that only have color changes, so I don't have a bunch of redundant images. Besides that I think you can adjust some parameters, and since it allows you to define paths, you can have your own folder hierarchy. 4 Share this post Link to post
DoomKrakken Posted April 17, 2018 I WANT THIS. :D Can this technique be applied to HUD and actor sprites too? 0 Share this post Link to post