Jump to content


  • Content count

  • Joined

  • Last visited

About hardcore_gamer

  • Rank
    Fáviti Member

    I still feel terrible about my map. I busted my ass for like 2 weeks for it only to end up with 2 min of gameplay because I ran out of time. And even those 2 min are filled with unfinished looking areas. Biggest fail ever :(
  2. With the recent addition of PBR texture support for Gzdoom (or should we just call it Qzdoom at this point?) there have been lots of people asking how to make PBR textures, and so I thought it would be a nice to create a thread listing some of the useful software that can be used to create such materials. Here are some recommendations: Adobe photoshop Useful for: -Creating color/defuse maps -General texture creation purposes Photoshop is probably the single most famous photo editing app and I assume most of you know what it is. it's also difficult to beat it when it comes to creating color/defuse textures, and odds are that most of your texturing work will take place inside of photoshop. Quixel Useful for: -Creating normal and AO maps without 3D modeling Quixel is actually an add-on for photoshop rather than a standalone tool. With it you can use photoshop to create normal and AO maps without the need for 3D modeling software. Substance designer Useful for: -Material creation -Producing certain types of textures quickly Substance designer is a node based texture and material creation tool that allows you to create full PBR materials without the need for a 3D modeling program. Unlike Quixel however everything is created by using a node based interface and this comes with both advantages and disadvantages. The advantage is that this makes it extremely fast to produce some types of materials that otherwise would be more annoying to make purely by hand. The disadvantage is that this also means creating very complicated textures can be a pain since literally everything is created via nodes and not by hand like in a app such as quixel. Hope this is useful :) EDIT: For some reason an extra quixel icon appears at the bottom of the post and I can't get rid of it.
  3. PBR for Original Doom Textures

    I wonder if now that Doom has PBR people will start modding it into Quake as well. I find it sort of odd that Doom has gotten there first honestly :/

    So, stream tonight?
  5. Doom Slayer Chronicles

    Just don't fall into the trap of centering the entire wad around making everything look shinny at the expense of gameplay. Too many good looking levels have terrible pacing because all the effort went into creating "awwww luuks good!!!!" style moments.
  6. PBR for Original Doom Textures

    You are doing something wrong. Either the files are in the wrong folders or are the wrong file format.
  7. Doom Slayer Chronicles

    Now all we need are some 3D models for weapons and enemies and we are set.
  8. PBR for Original Doom Textures

    The way I did it is that I put all the texture maps into the auto folders and named them the same thing as my main texture. Also make sure they are png true color.
  9. PBR for Original Doom Textures

    Why not? Note that without dynamic lights your textures won't look much different even if they do work.
  10. PBR for Original Doom Textures

    That's because without PBR HD textures just look like high resolution images glued to a model. Which they are. PBR textures aren't even really textures in the conventional sense, they are just instructions telling the engine how to render the textures. Which parts look like metal, how smooth they are, how to react to light etc.
  11. PBR for Original Doom Textures

    I could be wrong but I assume you would just create custom actors/monsters that are the same as the originals but then also assign them the pbr maps. This might not be the best way to do it though. And lmao at your "NO PROBLEM" reply. Don't think you realize how long this would take.
  12. PBR for Original Doom Textures

    Yes, but the problem with applying them to actor sprites is that you would need pbr texture maps for every single frame of animation and all of them would have to be made manually pretty much. This would take a LONG time to do.
  13. PBR for Original Doom Textures

    What are the benefits if using gldefs instead of just putting the maps into the auto folder? I understand you get some extra control but does it matter most of the time?
  14. Doom with PBR materials

    About bitmap to material, I decided to throw some Doom 64 monster sprites into it and the program actually gives them normal maps and everything. I haven't tried putting the sprites into the game though, largely because I have forgotten how to create and I can't be bothered to figure it out right now. EDIT: If I were to post the monster sprites here would somebody be interested in checking out what they look like in-game?