Arl Posted April 10, 2018 (edited) Hello there. Since GZDoom now supports PBR materials, I started this project of making Normal/Roughness/Metallic/AO maps for the vanilla textures in Doom, here's an example: I know this is more justifiable in high-res textures, but I just can't help but to stick to the pixelated look: Pics: Spoiler More Pics: Spoiler More: Spoiler More2: Spoiler Video: DOWNLOAD(alpha): https://www.mediafire.com/file/oq8sz9v1owy1ab7/ARL_PBR_POM_0.4.zip/file Requirements: -You will need the latest version of GZDoom and run it in hardware mode, with at least dynamic lights enabled. -PBR is supported natively by the source port, but for Parallax you will need a parallax shader, this one is pretty good: https://forum.zdoom.org/viewtopic.php?t=62104 I would also recommend these mods to make the materials more noticeable: Relighting Doom v3.31b Flashlight++ ----------------------------------------------------------------- Saludos. Edited February 20, 2023 by Arl 95 Quote Share this post Link to post
Ermin Posted April 10, 2018 I knew it wouldn't be long before someone did this. awesome stuff. good job. 1 Quote Share this post Link to post
Gez Posted April 10, 2018 Dunno if I'd play with that, but for sure I'd run at least once through the levels with it just to see how they look. 2 Quote Share this post Link to post
omegamer Posted April 10, 2018 I need this! Been waiting for something like this for a long time. Really hope this gets a release! 1 Quote Share this post Link to post
Bauul Posted April 10, 2018 (edited) Nice work! I secretly hoped someone would start on this! In our experiments with Materials, we did find some textures didn't look too great with native-res maps. Textures like those in the final two screenshots really benefitted from higher-resolution maps. Once your done with the native-res maps, I might suggest you try experimenting with upscaling (with filtering) some of the maps to 512*512 or even larger. It bumps the file size significantly, but the resulting lighting is vastly better quality. Edited April 10, 2018 by Bauul 4 Quote Share this post Link to post
nervewar Posted April 10, 2018 Maan, this looks great. I like the pixelated look as well and this enhancement works beautifully with it. Can't wait to see more. 0 Quote Share this post Link to post
scalliano Posted April 10, 2018 (edited) Reminds me of the first time I loaded up Tenebrae. Great work. Just out of curiosity, can this also be applied to sprites? Edited April 10, 2018 by scalliano 0 Quote Share this post Link to post
Ermin Posted April 10, 2018 20 minutes ago, scalliano said: Reminds me of the first time I loaded up Tenebrae. Great work. Just out of curiosity, can this also be applied to sprites? as far as im aware it can be applied to everything, even 3dmodels if im not mistaken. 0 Quote Share this post Link to post
Lila Feuer Posted April 11, 2018 Pretty nifty, I wouldn't mind trying out something like that. Not sure if I'd actually play with it seriously though. 0 Quote Share this post Link to post
Arl Posted April 11, 2018 (edited) I've been working in this again today, here are more pics: 9 hours ago, Ermi said: as far as im aware it can be applied to everything, even 3dmodels if im not mistaken. I tried to make the shotgun to use materials, and when its lit, the entire sprite fades to a solid color (the color of the iluminating light), seems like we'll have to wait for more goodies. Edited April 11, 2018 by Arl 36 Quote Share this post Link to post
Stealth Frag Posted April 11, 2018 (edited) Whoa! This looks epic. Unfortunately PBR requires dynamic lights (or properly baked environmenta light, but GZDoom don't have that feature yet), so the only way to use it is complete rebuild existing elevels. Edited April 11, 2018 by Reinchard 0 Quote Share this post Link to post
hoover1979 Posted April 11, 2018 Epic job! Keep up the great work. 0 Quote Share this post Link to post
Teivman Posted April 11, 2018 I can't wait to try this out once it's done! 0 Quote Share this post Link to post
Ermin Posted April 11, 2018 (edited) 4 hours ago, Arl said: I tried to make the shotgun to use materials, and when its lit, the entire sprite fades to a solid color (the color of the iluminating light), seems like we'll have to wait for more goodies. hmm. try making a room in complete darkness then apply a single bright dynamic light in the centre. I'm not sure how weapon sprites work but with 3d weapons there should be gradual shading of the weapons based on the distance from the light. another way to test this is to make a pillar in the centre with a bright dynamic light to cast a clean straight shadow of the pillar. then position yourself dead centre on the bright and dark area. your weapon should be half shaded. I'll upload a pictur later. If that still don't work then the best method I can think of is to put the weapon sprites on a 3d plane and imitate the weapon as being 2d. Edited April 11, 2018 by Ermi 0 Quote Share this post Link to post
Empyre Posted April 11, 2018 In addition to certain things giving off dynamic light (plasma balls, lamps, etc.), you could use sector brightness and assume that the light is coming from straight over head. It wouldn't be perfect, but it would work with existing maps. Oh, I just thought of something: what about players and monsters being a source of light in the bright frames when they are firing? 0 Quote Share this post Link to post
Arl Posted April 11, 2018 (edited) 13 hours ago, Reinchard said: Whoa! This looks epic. Unfortunately PBR requires dynamic lights (or properly baked environmenta light, but GZDoom don't have that feature yet), so the only way to use it is complete rebuild existing elevels. Thank you, I checked your work in PBR Hi-res textures, this pixelated struggle of mine is already demanding, can't imagine the labour you are putting into your textures, very impresive work. It's good that now that there is support for this, people are playing with it, surely the developers deserve that we play with our toys in the sandbox they willingly provide. Your are right about the lack of proper lighting enviroment, I need to shot plasma balls and summon lighting props in order to be able to see the effects of PBR, otherwise they just looks as diffuse textures. Lightmaps and Screen Space Reflection could improve this situation greately. Quote In addition to certain things giving off dynamic light (plasma balls, lamps, etc.), you could use sector brightness and assume that the light is coming from straight over head. It wouldn't be perfect, but it would work with existing maps. Oh, I just thought of something: what about players and monsters being a source of light in the bright frames when they are firing? Well, actually I think all proyectiles have dinamic lights attach to them, and most enemies have range attacks. So when they attack they also lit aso you say. About the sector brightness, that's actualy quite interesting. Iimagine a point light that spawns in flats that represent lamps, such as FLAT2, in wich the level of brightness i the sector determines the level of light strength. A man can dream... Edited April 11, 2018 by Arl 1 Quote Share this post Link to post
wheresthebeef Posted April 11, 2018 I really wanted to see how PBR would look with low res textures and glad to see it looks awesome. 3 Quote Share this post Link to post
scalliano Posted April 11, 2018 Those E1M2 shots are incredible. The open circuitry could use a bit of love, but the effect so far is breathtaking. I really want to see what this looks like when combined with brightmaps. Keep it up! 0 Quote Share this post Link to post
Arl Posted April 11, 2018 13 minutes ago, wheresthebeef said: I really wanted to see how PBR would look with low res textures and glad to see it looks awesome. Yeah me too, that's why I couldn't help myself, I needed to try it out. 4 minutes ago, scalliano said: Those E1M2 shots are incredible. The open circuitry could use a bit of love, but the effect so far is breathtaking. I really want to see what this looks like when combined with brightmaps. Keep it up! Yes the open circuits are in TODO list, I just wanted to block the overall shapes first, so some details are just flat for now. If you look closely in this pic, I'd already load some brightmaps, they work just fine with the other maps: 7 Quote Share this post Link to post
Kristian Nebula Posted April 11, 2018 Holy crap it looks nice! :) 0 Quote Share this post Link to post
Gez Posted April 11, 2018 33 minutes ago, Arl said: Yes the open circuits are in TODO list With their current look, it seems like there's some transparent plastic panel protecting them (from Martian regoliths, no doubt). 0 Quote Share this post Link to post
hardcore_gamer Posted April 11, 2018 (edited) Even with low res vanilla textures this looks way too realistic compared to the sprites. Actually, now that I think about it, is it possible to give the monster and weapon sprites pbr? I mean sure it would be time consuming doing it for each frame/sprite but is it possible? Edited April 11, 2018 by hardcore_gamer 1 Quote Share this post Link to post
kb1 Posted April 11, 2018 Very nice! Would you mind releasing a WAD with some of these, to allow me to experiment with some rendering code using your data? 0 Quote Share this post Link to post
Ermin Posted April 11, 2018 (edited) 52 minutes ago, hardcore_gamer said: Even with low res vanilla textures this looks way too realistic compared to the sprites. Actually, now that I think about it, is it possible to give the monster and weapon sprites pbr? I mean sure it would be time consuming doing it for each frame/sprite but is it possible? If the weapons and sprites support brightmaps then i would suspect it does, Yes! I would avoid using sprites tho, the extra work load is not worth it.If models now had dynamic shadows, it would be perfect! But i guess we wont expect that for another 10years maybeexample....Main site : https://forum.zdoom.org/viewtopic.php?f=39&t=59473 Edited April 11, 2018 by Ermi 10 Quote Share this post Link to post
Average Posted April 11, 2018 Do you think you'll do Heretic as well? Everyone makes a big deal out of Heretic having fewer textures than Doom so it'd be an easier project for you to finish. :P 5 Quote Share this post Link to post
snapshot Posted April 11, 2018 (edited) 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? Edited April 11, 2018 by dmg_64 0 Quote Share this post Link to post
Ermin Posted April 11, 2018 2 minutes ago, dmg_64 said: .... Using autos is not advised. here is a great online app that generates maps for you. http://cpetry.github.io/NormalMap-Online/ 1 Quote Share this post Link to post
snapshot Posted April 11, 2018 I did make my own already, and also tried with the GLDEFS instead but still nothing?, I also noticed I don't have dynamic lights, even though they're turned on in opengl options. 1 Quote Share this post Link to post
Ermin Posted April 11, 2018 (edited) 5 minutes ago, dmg_64 said: I did make my own already, and also tried with the GLDEFS instead but still nothing?, I also noticed I don't have dynamic lights, even though they're turned on in opengl options. do you have the dynamic lights zip that was provided by gzdoom? it comes with brightmaps aswell. Make sure to run it along side your wad then use soemtihng like the plasma rifle to test it. For your map textures, are you pointing the textures to the correct folders and files? i made this mistake aswell. are you getting any error messages on start up? Edited April 11, 2018 by Ermi 1 Quote Share this post Link to post
snapshot Posted April 11, 2018 (edited) yes I'm sure I'm pointing to the right folders with the right file names, I even went as far as testing a demo on zdoom forums and viewing the file to see if I did something wrong and it seems everything is fine, going to try with the file you mentioned and see if it's working, thx for bringing my attention to it :) Edited April 11, 2018 by dmg_64 1 Quote Share this post Link to post
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