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Arl

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About Arl

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  1. Arl

    PBR for Original Doom Textures

    Hey, sorry for the late response. The work is going a bit slow on my part, I'm attending some time consuming circustances. The user Mynameislol offered to colaborate, and since that I may as well state here that anyone who wishes to help in any form is welcome to take whatever they feel willing and up to do, being working with textures or helping in the tracking of progress, organization of contributions, etc... I will post a link here and in the first page for whoever wishes to play with what is done so far and to consider helping with any of the said above. http://www.mediafire.com/folder/hwzka3w2019ho/pbr-doom This includes a folder named "materials" with all the completed textures so far and a compressed file with the normalmaps provided by reddit user mpobers.
  2. Arl

    Doom 3: Phobos

    Wow! That iron sight, that pain elemental, those new enviroments, those rain droplets on the window... ...fantastic stuff! Also, very interesting to see that we'll be re-visiting mars city but from another perspective.
  3. Arl

    Doom 3: Phobos

    Interesting, tell us!
  4. Arl

    PBR for Original Doom Textures

    As a reminder to all who likes or dislikes the previous screenshots, this project is not responsible for the rendering, only for the texture maps. What you see it's not necessarily what you'll get in the game, but the possibility for any kind of rendering effects who affects pbr materials to have actual materials to interact with.
  5. Arl

    PBR for Original Doom Textures

    I'm reaching completion of entire E1M1: Screens taken with this dynamic lighted version of e1m1:
  6. Hello there. I thought of sharing this here: a model I made based on an old drawing of mine, back then I was really attracted to Doom 3 aesthetic. Renders: This one with Blender Eevee: That's it, hope you like it.
  7. Arl

    Using Blender for Doom 3 or Id Tech 4 Models

    "pak002.pk4\models\characters\common" There you'll find the textures for eyes, tongue and teeth.
  8. Arl

    Using Blender for Doom 3 or Id Tech 4 Models

    Yes, it would. Making something from scratch is easier than to work with the imported models. Well, I don't know with Valve, but in Id the development of Doom 3 seemed a bit messy, and the leftovers in the game files tells it.
  9. Arl

    Using Blender for Doom 3 or Id Tech 4 Models

    Most of the time you won't have a neutral pose (or T-pose) importing the model. When this happens, I try to look for the AF (articulated figure) animation file, that's the pose developers used to make the AF on top of the model in order to have that model 'ragdolliced'. That's one of the reasons for the skeleton being a mess, not a coherent pose right from the start. The other reason is simple: What you have is not a development file, you have the final result of someone who worked in that skeleton with inverse kinematics and left a lot of control bones for this, and also the relationship between bones got lost. Only original production files in their original modeling program would have a coherent data to work with.
  10. Arl

    PBR for Original Doom Textures

    About making PBR for sprites, let me first do a test and then we can talk about how such thing would be too demanding to actually be achievable. Edit: Nop, it does not seems to work with sprites. You'll end up with something like this beauty.
  11. Arl

    PBR for Original Doom Textures

    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.
  12. Or when your brain cease functioning.
  13. Arl

    PBR for Original Doom Textures

    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:
  14. Arl

    PBR for Original Doom Textures

    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 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.
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