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Materials & Texture Scaling


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So, I never thought of this until now but when you scale a texture down (or up) in Ultimate Doom Builder, do the Normal Maps and Specular Maps get scaled along with it? Example: a 256x256 texture is scaled to a factor of 4x4, bringing it down to 64x64. When the map is loaded up in-game, are the Normal Maps and Specular Maps also scaled by a factor of 4x4 (256x256 to 64x64)?

 

Thanks in advance for your help/answers!

 

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Normals and specular usually is used in PBR (HD) texture paks. When artist works with pixel textures, one of the things is not be worried with that kind of things and work faster. So... i don't think so. 

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Gotcha, yeah I was using a few editors to try and hand-create some of my own HD textures just to learn how. I just wasn't sure if I should be pre-scaling both the materials and regular textures, or if the GZDoom engine already knows to scale the materials along with the regular textures.

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5 minutes ago, AbstractDread said:

or if the GZDoom engine already knows to scale the materials along with the regular textures

Yes. The materials are bound to the textures in GLDEFS, not in the map editor. You can apply texture scaling in the map editor with no worries.

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Just now, Gez said:

Yes. The materials are bound to the textures in GLDEFS, not in the map editor. You can apply texture scaling in the map editor with no worries.

Excellent, thank you! Does this also apply if I am just using the "Auto" method of loading in materials? Like if I have normals and specular in the materials\normalmaps\auto?

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Same; the auto method is just a way to automatize the same end result. All the additional texture maps (normal map, specular map, roughness map, bright map, etc.) are all bound together and scaled to the size of the main (diffuse) texture.

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