texture_n.tga if it exists but it is better to use material definitions (materials are loaded via various files documented in the GitHub) the _n file contains the normal map and the alpha channel is the metallic level with white being fully metallic and black not metallic. You can create custom materials using a simplified PBR implementation with base, roughness, normal and metallic - documented in the GitHub as mentioned above.Įssentially though you have a base texture say texture.tga with the diffuse colours, the alpha channel of the same image file is the roughness stage with white marking the bits of the material which are fully dull and black fully shiny, the engine will automatically load a file of the same name with an _n appended i.e. It is untested but in theory supports the large map feature as per kmbsp3 and Geoffery DeWan's compile tools expanded to +/-16384 - I'll try and test that soon. Think that's the only questions i have for now, couldn't find any official documentation anywhere so I'm hoping perhaps one of the RTX devs could perhaps fill in those blanks, would be much appreciated. What normal map standard do (should) the replacement materials use? Such as, red = X+ | green = Y+, or perhaps something different? To make use of any expanded map limits, if those expanded limits exist: are there map compilers specificly for the RTX build?ĥ. I'd also be interested in what the vertex grid precision for any other formats than the vanilla would be in comparison, as i'm hoping to use a format which doesn't suffer from wobbling vertexes.Ĥ. I'm not actually familiar with this format, what are the limits in relation to the vanilla (md3?) model formats? Md3 has a limit of 8192, which should normally be enough for lowpoly models, though I can imagine that huge models, perhaps decorative buildings or other large pieces might require more given their size. Coincidentally i just noticed that this was updated yesterday, adding support for IQM models. Are vanilla textures automatically replaced with material counterparts, and if so, where are those material textures found and how are the files set up? I normally favour a PBR workflow (normally using albedo, normal, roughness, metallic etc)ģ. Are the RTX engine map bounds larger than vanilla Quake 2, if so what are those new map bounds (as in the maximum size of the map grid).Ģ. Some of the initial questions i have are:ġ. I'm interested in getting back into Quake 2 modding/mapping/etc, specifically for the RTX version.
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