@xage
doomsday does support gloss through the use of 2d specular maps,
which are like cubemaps but instead of a skybox-like set of textures it just uses a single texture for the reflection
just look at the heretic undead knight model for example, which uses 2d specular maps all over

bump and normal-maps are not as important imo. but specular maps are, no gold, silver or shiny metal item will look convincing without actual glossyness
.
i know you could do it in zdoom engines through starting the engine with parameters and making it load pk3s , but thats not what i am talking about.
what you point out is manually loading add-on files, not automatic recognition of which wad is loaded and using specific texture-replacements for that wad
example:
risen3D does support exactly what im talking about.
the risen3D\data\textures is where replacement textures go, and in the texture folder itself are textures for doom2.
in the folder there are 3 sub-folders, called 'doom1' , 'doom2-plut' and 'doom2-tnt'.
if you load up TNT in risen3D, it will automatically load all textures that it finds in the 'doom2-tnt' folder and lets them override the ones found in the base textures folder which have the same name
this is what i am talking about, that Zdoom engines dont seem to support that, automatic recognition of which wad is loaded implented into the engine itself
.
anywho... on another note

ive added the pages-model to the open version of book and UV-mapped it
i made and UV-mapped the pages-model in a very specific way which makes it so that on the sides the texture curves along the model in the direction of the pages.
this means that i wont have to try and fiddle around with trying to make the texture itself have a curve in it cuz itll do that automagically cuz of how the model was made
EDIT:
made the pages model a bit thicker cuz i felt it was a bit to thin
doomsday does support gloss through the use of 2d specular maps,
which are like cubemaps but instead of a skybox-like set of textures it just uses a single texture for the reflection

just look at the heretic undead knight model for example, which uses 2d specular maps all over

bump and normal-maps are not as important imo. but specular maps are, no gold, silver or shiny metal item will look convincing without actual glossyness
.
i know you could do it in zdoom engines through starting the engine with parameters and making it load pk3s , but thats not what i am talking about.
what you point out is manually loading add-on files, not automatic recognition of which wad is loaded and using specific texture-replacements for that wad
example:
risen3D does support exactly what im talking about.
the risen3D\data\textures is where replacement textures go, and in the texture folder itself are textures for doom2.
in the folder there are 3 sub-folders, called 'doom1' , 'doom2-plut' and 'doom2-tnt'.
if you load up TNT in risen3D, it will automatically load all textures that it finds in the 'doom2-tnt' folder and lets them override the ones found in the base textures folder which have the same name
this is what i am talking about, that Zdoom engines dont seem to support that, automatic recognition of which wad is loaded implented into the engine itself
.
anywho... on another note

ive added the pages-model to the open version of book and UV-mapped it

i made and UV-mapped the pages-model in a very specific way which makes it so that on the sides the texture curves along the model in the direction of the pages.
this means that i wont have to try and fiddle around with trying to make the texture itself have a curve in it cuz itll do that automagically cuz of how the model was made

EDIT:
made the pages model a bit thicker cuz i felt it was a bit to thin

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