Closed hemebond closed 1 year ago
for textures i was able to add 2 different ways . 1 would be by adding .tga files in quake-rt\id1\textures . And the 2nd way would be to add to make a ktx2 file and place it in quake-rt\ovrd\mat\maps
ovrd/mat
folder contains new textures to use with the new lighting system.
Each texture is compressed and wrapped into .ktx2
format.
Assume that AFLOOR
texture needs to be modified.
Setup environment:
$PATH
environment variable (so compressonatorcli.exe
can be called from anywhere)CreateKTX2.py
script in the ovrd
folder
Create files:
ovrd/matdev
ovrd/matdev/maps/AFLOOR.png
-- albedo map
ovrd/matdev/maps/AFLOOR_rme.png
:
R
channelG
channelB
channel, color is controlled by albedo map at the same pixelovrd/matdev/maps/AFLOOR_n.png
-- normal map, G
channel is ignored (it's assumed to be always 255) Run CreateKTX2.py
script with Python3
ovrd/matdev
to ovrd/mat
Changes should be visible, when the game reloads textures (usually, on game re-enter)
--
ovrd/texture_custom_info.txt
contains some meta-info for the textures, e.g. if a texture should have a light source to be attached
There's a very limited and unstable hot-reloading:
RayTracedGL1.txt
in the same folder as vkQuake.exe
. Write developer
inside.matdev
folder, if a file has changed it date/time, then it will reload it directly from .png
(ignoring .ktx2
; but while publishing, everything must be in .ktx2
and without developer
mode)Limitations:
.png
must have the same size as the previous one, otherwise it will crashvkQuake
start. So it's not possible to add new files while running vkQuake
, need to restart it to see new files
I've yet to see a clear example in screenshots or videos, but I'm assuming it is possible to provide replacement textures with PBR information.
If so, could this process (how they should be provided to the game) please be documented somewhere?