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Arl

PBR and Parallax maps for vanilla Doom Textures.

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I might be able to also contribute some work for this project, I've gotten really into texture creation lately and have found some really good workflows and tools for generating normals, specs etc.

 

Realistically, doing every texture in the game shouldn't be too hard if we have a couple people chipping in!

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Yes, Github does exactly what you want. You can work on it and update and people can check back now and again for updates to download.

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On 9/20/2020 at 2:50 AM, Arl said:

 

 

Hey there!

 

My hope was that by presenting this concept of PBR for original pixelated texture people would jump in to help complete the textures, since there are a lot and I don't have too much time to do them all by myself.

 

The ideal way of collaborating in something like this would be to have a place where we can add the textures sets that are done, the ones that are WIP and the ones that ara vacant for whoever that wishes to take the task for that particular texture. That way the project can be also downloaded and used as it's getting developed.

 

 

Any ideas of what kind of page could offer that possiblities? github? google drive?

 

 

Hi,

 

Is it possible for a guy who know nothing about PBR can make some contribution.

I mean I really to help but I don't know where to start.

 

 

 

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I think a good way to track progress could be by having a spreadsheet, initialize it with every texture name in Doom, and set some that have no materials defined for them, or some whose materials are WIP, or some whose materials are fully completed; as well as who contributed the materials so they may be contacted about it. And so and so.

 

Maybe a GitHub repository could be helpful too, but I'm not sure how well it would play out compared to actual codebases hosted in Git.

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Created an account here just to say how amazing this set of textures is, even in its incomplete state. I've been playing with them the last few days. They work VERY well with the Relighting Doom mod and Flashlight++. I'm traveling right now, but I'll post some screenshots from my current play-through when I get home. I've never made PBR textures, but I'm also going to try to do one texture as a test-case. If it goes well, I'd be interested in helping to complete this. It'll be a good excuse to learn Git while I'm at it.

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9 hours ago, Corvias said:

Created an account here just to say how amazing this set of textures is, even in its incomplete state. I've been playing with them the last few days. They work VERY well with the Relighting Doom mod and Flashlight++. I'm traveling right now, but I'll post some screenshots from my current play-through when I get home. I've never made PBR textures, but I'm also going to try to do one texture as a test-case. If it goes well, I'd be interested in helping to complete this. It'll be a good excuse to learn Git while I'm at it.

 

 

That mod looks interesting, I gave it a try combined with the PBR textures:

 

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Screenshot_Doom_20220913_013658.png.6f9ea9213f9ffdcd0ec1563b55391538.png

 

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I forgot to mention that I'm also using MoreLights mod as well. It's an enhanced version of the lights.pk3 that comes with gzdoom. The textures in your screens look a bit different from the set you have up for download. I'm still figuring out the subtleties, so forgive me if this makes no sense, but are you switching from a PBR to POM approach?

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I'm not switching, I have both.

 

I don't remember exactly the content of what I previously shared, but some time has passes and I did some more development here and there. So yeah, that's why you may see differences.

 

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On 9/24/2022 at 9:06 AM, bruhmoment123 said:

how do i install this?

 

I'm trying to complete the texture set at least for Kneed Deep in the Dead before preparing a release that anyone can use.

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Screenshots dump (plasmagun fire is for seeing the materials with its dynamic light):

 

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Screenshot_Doom_20221014_182957.png.57fdd32bfef7842c310a06fb5849596b.pngScreenshot_Doom_20221014_182933.png.421b31a5807d6787bf915ff6c7a56b6c.pngScreenshot_Doom_20221014_182757.png.c755a9a4880c078520590e96450a8e1f.pngScreenshot_Doom_20221014_182741.png.97ae57575fe7705823814b631e368c9f.pngScreenshot_Doom_20221014_182636.png.7f76e069b36465e34fc61f3f4938f523.pngScreenshot_Doom_20221014_182629.png.06859940e0fd78856d344ef6bf0efd09.pngScreenshot_Doom_20221014_182627.png.b16db64b9bc9775814609919829dab54.pngScreenshot_Doom_20221014_182618.png.33527cd4c3ab8f63cb791745fcf7cb76.pngScreenshot_Doom_20221014_182604.png.c45fd944c209a78f5d3c22e20ac446a5.pngScreenshot_Doom_20221014_170156.png.8d0dc58223673ce08d54f4e242750d86.pngScreenshot_Doom_20221014_170154.png.2a671aab5afbb31d10eb774af3522610.pngScreenshot_Doom_20221014_162038.png.286ab6a0140b3169ee4f329f3e507386.pngScreenshot_Doom_20221014_162022.png.84c6c86b9c91727e167dad06d2268895.pngScreenshot_Doom_20221014_002234.png.7716eb4131eb8b6b0bd0bfaddc658753.png

 

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Alright, I'm making an alpha releasehttps://www.mediafire.com/file/7ab6diq7hq59nz9/ARL_PBR_POM_0.2.zip/file

 

Requirements:
-You will need the latest version of GZDoom and run it in hardware mod, 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++

 

Some more screens:

 

 


QVzUIFA.png
74ULGx2.png
dCCH3pv.png
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m6AkQ2T.png
Crqwfii.png
d7fIRTz.png

Edited by Arl

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Parallax feels kind of like a sore point right now with how GZDoom renders it. It is so, so prone to these weird banding/striping artifacts and just looks really unsightly and distracting in a lot of cases. The parallax shader mod doesn't really solve the issue either. I'm not sure how much of this has to do with how the shader is handled or if it's just something intrinsic with how these more modern displacement/tesselation techniques were not designed to work with unfiltered pixel art textures.

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1 hour ago, lazygecko said:

Parallax feels kind of like a sore point right now with how GZDoom renders it. It is so, so prone to these weird banding/striping artifacts and just looks really unsightly and distracting in a lot of cases. The parallax shader mod doesn't really solve the issue either. I'm not sure how much of this has to do with how the shader is handled or if it's just something intrinsic with how these more modern displacement/tesselation techniques were not designed to work with unfiltered pixel art textures.

 

Indeed, I know nothing about shaders, but I've tested some other parallax shader which actually looked worse on filtered texture but better on unfiltered (with other more tolerable kind of banding), so I think I it may be possible to fix that only via shader.

 

I ease that a bit by using low resolution, which I also like better: 

 

 

Screenshot_Doom_20221022_152558.png

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I'll give the alternate shader a try as well. I agree that the whole package also looks better in a lower resolution. Was playing around with setting the deferred rendering to some kind of 240p equivalent of 16:9.

 

I just wish GZDoom also had some way of controlling the visual settings of the actual reflective light. I don't think the ultra smooth shading really fits the aesthetics of the art assets that well and would like to bring it more in line with how Doom's original palettized lighting works. Like by reducing the color depth and maybe introducing some dithering.

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How does this compare with Cheello's ongoing Parallax textures?

 

Edit: I'm trying to load these mods but i can't achieve the same results as you. Could you maybe share your settings?

 

I also don't understand the difference between the PBR_POM.zip/file and the Parallax file in your second link. Both files seem to do the same thing for me if i load them individually.

 

I'm also getting an "eye" icon on top left of the screen.

 

And the relighting mod is a bit of a mess. It's like every time i load the game it looks different, even though i'm using the default settings (for instance, the window shadows sometimes are missing sometimes are not. It's completely random).

 

Finally, these mods disable the dynamic lights cast by the rockets, plasma beams, Imp fireballs, etc. Is this normal?

Edited by TasAcri

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13 hours ago, TasAcri said:

 

And the relighting mod is a bit of a mess. It's like every time i load the game it looks different, even though i'm using the default settings (for instance, the window shadows sometimes are missing sometimes are not. It's completely random).

 

There's a setting in the option that determines the light direction, and the default is set to random.

 

Testing with the Bandither shader

 

h3nJCE0.png

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13 hours ago, TasAcri said:

I'm also getting an "eye" icon on top left of the screen.

The eye icon is part of a feature in Relighting that simulates pupillary light reflex (PLR), i.e. your eyes adjusting to brighter/darker areas. You can enable/disable it in the Relighting settings.

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Before and after texture filtering is toggled. Seems pretty obvious it's the lack of interpolation that is the culprit here. Wondering if and how that could be solved on the shader level.
 

Spoiler


Pn2k8Ov.pngeej5Ibw.png

 

 

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Yeah, that filtering is very aggressive, almost N64 levels aggressive. Kinds prefer the artifacts myself.

 

 

3 hours ago, lazygecko said:

There's a setting in the option that determines the light direction, and the default is set to random.

 

Is there a way to have it fixed where we want it, somehow?

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12 hours ago, lazygecko said:

Before and after texture filtering is toggled. Seems pretty obvious it's the lack of interpolation that is the culprit here. Wondering if and how that could be solved on the shader level.
 

  Reveal hidden contents

 

Pn2k8Ov.pngeej5Ibw.png

 

 

 

This is one of the reasons I can't just be set with unfiltered textures, the visual glitch is very notable.

 

I'm exploring various options and configurations, this is how I'm making it all look as of now:

 

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Did you manage to get independently filtered parallax somehow?


What I have come up with is basically some kind of weird half measure where trilinear texture filtering is enabled, and then 6x NormalNx texture scaling is used which retains a kind of pixelated look and it properly interpolates the parallax depth. Still, the output just feels weirdly smeared. Also trying the GZDoom tonemap post processor to palettize everything to the original palette. Not really sure how much I like that either.
 

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IYcmEev.png

J6M0Srr.png

 

 

Edited by lazygecko

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6 hours ago, lazygecko said:

Did you manage to get independently filtered parallax somehow?


What I have come up with is basically some kind of weird half measure where trilinear texture filtering is enabled, and then 6x NormalNx texture scaling is used which retains a kind of pixelated look and it properly interpolates the parallax depth. Still, the output just feels weirdly smeared. Also trying the GZDoom tonemap post processor to palettize everything to the original palette. Not really sure how much I like that either.
 

  Reveal hidden contents

 

IYcmEev.png

J6M0Srr.png

 

 

 

 

This is exactly what I did, just that I leaved the filtering in linear instead of trilinear. I'm also using Software sector light with banding and lower possible scale in video settings.

 

The good thing with bilineal and trilinear is that the far stuff looks more solid and no so noisy pixels while in movement. Agree with the smeared look, but experimentation is fun and the result so far is interesting.

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Here's what it looks like with the palette tonemap enabled in GZDoom. I think there are 2 main things holding this feature back at the moment: gamma/brightness and lack of dithering. It could probably look a lot more dynamic and interesting if it actually let you configure methods to dither down to the 256 color palette (any dither mods I try using just seems to apply the pass after the palettization has already been down), and since the relighting mod makes many areas very dark it also results in merciless color reduction and banding from the palette. Currently I have the gamma set to 1.2 to even be able to see, but I think if the tonemapping was applied after the gamma raise then there would probably be more colors in the midrange for it to work with.


 

Spoiler


S6Jax8W.pngSkzHQwQ.png

 

 

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