[EDIT] New URL
http://planetdoom.gamespy.com/View.php? ... tail&id=29==============================
It's done.

This is a follow-up of Jafo's d3weditor clean shaders/materials pk4 file which served as a starting base for this new PAK. I won't print the complete stats here since those are included in the zip file (along with a readme file). However, here's a quick overlook:
66 materials commented out in Jafo's PAK were in fact good.
53 materials in Jafo's PAK were in fact broken.
These materials were uncommented/commented out accordingly.
But the main difference lies in the fact tht this new PAK has 193 new TGA's to provide for qer_editorimages that were either missing or did not adequately depict what the texture really looks like in the game. Some of you who are currently designing maps in DoomEdit may think this PAK is just eye candy. If so, then consider these figures (compiled at the end of this project):
//=========== Global textures/_ materials stats==============
//
// Total # of textures/_ materials : 3708
// Total # of working shaders: 1950 (approx. 52.5%)
// Total # of Broken/CommentedOut shaders: 1614 (approx. 43.5%)
// Total # of shaders which can't be used for map texturing and kept by necessity: 144 (approx. 4%)
//==============================================
Now I noticed that many of the materials in the original .mtr files can be misleading. Those may seem to be working but are really broken because the material code calls for a single non-existent TGA. The result is a texture that will display on your brush/patch in the game but won't look right (for eg. a material in which only the specularmap parameter refers to a TGA file that doesn't exist while the bump and diffuse map TGA's
do exist).
That means there's a significant chance that you might unknowingly be using broken materials to texture your map's geometry. So this PAK not only improves the look and ease of use of DoomEdit's texture window, it also ensures that you use
only 100% working materials to texture your maps.
DoomEdit CleanMaterials Version 5(approx 13MB download)
Notes:
- Version 2 has fix for qer_mirror texture appearing on mirrors in game.
- Version 3 fixes the demon spawndecal not appearing in game.
- Version 4 adds the 6 new materials in the V1.1 game patch plus a cosmetic issue with the editorimage textures/editor/redge.tga. Please note that these new materials are not meant to be used for map texturing. They were added so that my PAK won't break the new chat and lag icons in the V1.1 patched game when playing in MP mode. That's the ONLY real change in the V4 CleanMats.
- Version 5 is the final cleanup phase. All the remaining materials have now been cleaned up (models, light, fog, fx's, gui's, particles, etc.). I also improved the qer_editorimage for model based entities in CAM view while in skinned mode. Most monsters/NPC's displayed their displacement map as the editorimage by default. Static models often used their addblend map by default (which made them appear pitch black). Most now use the _local bumpmap which improves visibility and clarity in skinned mode.
- There are no new TGA files in this pak so it's the same size as the last version.
A few broken materials for the sentry character reside in the sentry.def file so you need to download my latest Clean def's PAK to make this 100% complete. Please check the "Editing resources" sticky post in this forum for the URL of the "Clean def's" thread
PS: Mods please update links in other posts to point to this one (if required). Thanks.
[EDIT]new url. kat