BlazingOwnager Posted July 10, 2023 I recently have decided to get back into Doom mapping after working on some moderately newer engines, and I've been hitting sort of a hair pulling snag for the last week. One of the big things that actually sucked me back in was the HD PBR pack for Hexen, which combined with the upscaled 4K sprites was a drop-dead gorgeous remaster. However, when trying to put in my own custom textures with normal maps and parallax, I'm hitting a snag. I've reviewed how to setup the GLDEFS.txt and TEXTURES.txt and can get my materials to show up and scale properly in engine no problem. However, I start hitting the problem when it comes to the shaders. No matter what I've tried, I can get no hint of specular or normal mapping to work, nor the rough and metal fields. I can't get any sort of shine effect on the material either; nothing seems to happen. The only thing I can get to work is if I point the "texture displacement" field at a normal map (which is odd, because when I looked at other PBR wads they were all grayscale) at which point it will 'work,' but it makes a very incoherent jumble of a height map that's not at all like my normal map. Thinking maybe I was messing something up on the image side of things (not doing a correct normal or specular for the engine, even though I'm familiar with both), I imported some materials straight out of the aforementioned Hexen PBR pack that look great there, including specular, metallic shines and lots of PBR depth. But it doesn't work when I fire up the game; same issue I'm having elsewhere. None of the shaders are running except Displacement (when pointed at a normal for terrible results). I have put Dynamic lights into the scene and made sure my core materials are in /patches/ so they only show up when I've properly written the .txt files for them, which I know are important steps. The default light of the room is 0. Happy to upload whatever I might need to, but I feel like I am somehow missing an incredibly critical step in this whole thing. If anyone has a good tutorial I would greatly appreciate it. I've spent probably at least 40 hours running in a circle on this with absolutely no gains to show for it and I can't quite tell what exactly it is I'm doing wrong. Thanks again for any help. PS: This may be a result of the shader I'm using, but I'm unsure what I should actually be using / where to find it. Just my current thought as to the issue. 0 Quote Share this post Link to post
INfront95 Posted July 24, 2023 (edited) Quote No matter what I've tried, I can get no hint of specular or normal mapping to work, nor the rough and metal fields. One of the quirks that you need to have ALL 4 maps present(AO/Roughness/Normal/Metalness), or it will not work at all, if any of 4 is missing pbr will not work. Plus there is a weird quirk about texture pathing names in materials.gl for diffuse textures, full directory path for some reason breaks the whole map system, it should be short .... oh fuck i just noticed it is from July 11th, is it even needed anymore? Anyway for the people who might look for simmilar problem. Firstly create .pk3 file with this kind of folder system (Your maps folders can be named as you want, but textures folder should be textures) In gldefs.txt write one line #include "materials.gl" and then go into materials and define what texture where (Notice how Diffuse texture the one i highlighted don't have path, that was the problem that broke everything, long path where you define texture textures/ test01.png for some reason is not working, but this kind of definition works, i dunno why ) Specular levels do nothing no matter how i cranked it. I think its for another pbr system with only 2 maps. Result goes something like this (not the best screenshot cause i turned off everything except dynamic lighting but still, when all settings cranked up with tweaked light it looks very nice) Edited July 25, 2023 by INfront95 Added explanation 0 Quote Share this post Link to post
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