SBrightmaps.pk3 - Doom IWAD Brightmaps

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SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Z86 » Sat May 21, 2011 1:04 pm

This started as a brightmap pack for all sprites, thus the original name, but i eventually did the textures too, and the name just stuck. Interpret is as Super Brightmaps or Scary Brightmaps now.

This is the completion of the brightmap pack that came with PFEnhancer.

Basic premise:
- Monsters have glowy eyes
- Correctly lit objects (direct lights -> fullbright, indirect lights -> somewhere between light and dark, reflections -> no light, unless directly or indirectly lit)
- Much more scary and atmospheric in the dark :)

The work is based on the original Brightmaps.pk3 that comes with GZDoom, although it is similar to Virtue's Brightmap pack (Doom section) none of the brightmaps were taken from there, all are made from either scratch or from the aforementioned basic brightmap pack.

The file:
https://rapidshare.com/files/1120059050/Sbrightmaps.zip
http://www.2shared.com/file/pbuferDq/Sbrightmaps.html

Contains:
- Sbrightmaps.pk3 (the main file, good for normal Doom2)
- SBX_Plut.pk3 (plutonia extension, overwrites certain plutonia specific texture brightmaps)
- SBX_TNT.pk3 (TNT Evilution extension, overwrites certain TNT specific texture brightmaps)

Some screenies:
Spoiler:
Last edited by Z86 on Sun Nov 10, 2013 2:14 pm, edited 3 times in total.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby CommanderZ » Sat May 21, 2011 1:21 pm

Looks great. I like that the monsters' eyes glow all the time, not just when shooting.

But MegaUpload keeps telling me this:

The file you are trying to access is temporarily unavailable. Please try again later.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Z86 » Sat May 21, 2011 2:19 pm

Added alternate upload. Hopefully that'll work...

Now about the cyberdemon:

Image

Uploaded with ImageShack.us

What do you think? If those thing on it's horn are reflections of it's indeed glowing eye, then they should glow as well.
Also the thing on it's rocket laucnher. Virtue's brightmaps consider it as a glowing part, some sort of laser sight or something. Is that indeed a laser sight, some wires or blood? Should it glow or not?
And last but not least: should the wires (like the stuff in it's stomach) emit some soft glow (thus pretty much solving the problems)?
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby amv2k9 » Sat May 21, 2011 2:25 pm

I'm pretty sure that's supposed to be a laser sight; it's too bright to be blood, and there's no blood on the rest of the launcher.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby CommanderZ » Sat May 21, 2011 2:49 pm

This is definitely the best looking Doom brightmap set around :)

Just a little thing - I think the red-blue texture in the following screenshot is a little too bright, it makes the game look like a disco show (I think you should decrease the peak brightness to about a half half).

Spoiler:


Don't mind the screenshot itself being too bright, I have the game set up for fraps.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Average » Sun May 22, 2011 6:20 am

This is a great pk3. It really adds to the game's atmosphere... It's now a permanent fixture in my config!

As for the Cyberdemon; I'd go with it being a laser sight. I'd also presume the red on the horns to be gore (just to be on the safe side) and just make the eyes glow... It might look a little too 'comicky' to make these bits glow. Just the eyes glowing would be much more menacing!
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby -Ghost- » Mon May 23, 2011 9:03 pm

I actually really like this little tweak. I agree with everyone else, it adds a great touch of atmosphere to any Doom-ing session. I especially like the glowing eyes, it's subtle but makes a big difference.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Z86 » Tue May 24, 2011 4:51 am

I'm working on an update, aiming to be a final update (will be released when it's done - i'm aiming for next weekend):

changes:
- Added all light textures. I may separate this into an add-on, as certain people might find it better to not have LITEX textures glowing when the lights flicker or something, but this is also the case with TLITES and other flat lights that are in anyway so i figured why not all the lights. If it is requested, i may separate the lamps into a separate PK3 (including lights on flats).
- Added cyberdemon. This may need some tweaking, though, as i found the laser sight thingies too bright white at the end (need more steep gradient on them). Cybie eyes glow, and some light source reflections also glow on it.
- Refined spiderdemon and cyberdemon death. They now have more accurate lights and some indirect lights
- Refined some texture brightmaps. Namely: BRIKLITE (made brighter + added a missing row of glowing bricks), BSTONE3 (added a faint halo that is present on the texture, made it brighter), FIREBLU (reduced overall brightness and contrast)
- Added some new texture brightmaps: ROCKRED (highlights faintly glow as it animates - it's supposed to be reflected fire light i think), COMPBLUE, COMPOHSO, COMPTILE (they emit some glow on their blue parts - Note to myself: need to add the faint glow on the compblue switch...), STEP5 (weak light), STEP1 (is a weird one because DOOM2 has it's height doubled..., but it has a light on it...)

planned changes:
- Final Doom Textures packs, they'll be separate PK3s, because some textures overlap. Some textures will require quite a bit of work here...
- Remaking: Lost Soul (add some indirect lights on it), Pain Elemental (ugly), Torches (less light on their base)

future brightmapping goodnesses may include:
- Freedoom brightmap pack
- HacX brightmap pack
- Brightmaps for some Realm667 brightmaps
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Nash » Tue May 24, 2011 5:11 am

Isn't there already a complete brightmap pack for all IWADs already up at the FX Shoppe on Realm667?

(Disregard if you are the author of that pack)
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Z86 » Tue May 24, 2011 5:54 am

There is, and it's made by Virtue. This is something i started to make without knowing he made that, but later i was mildly influenced by it (like Cybedemon brightmaps in the new version, and some texture BM-s).

There are some differences between these two:
- Mine focuses solely on Doom, Virtue's BM pack contains Hexen and Heretic stuff too.
- The primary purpose of this pack was to enhance sprites, such as permanently glowing eyes on demons/zombies, correctly lit decorations and items.
- This is meant as an alternative for that, because i disliked some texture brightmaps in that pack (such as Gargoyle switches, Tech switches, TEKLITE textures, Containment Area ceiling lights - forgot the name of the flat, FIREBLU textures) - all with too steep contrasts.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Nash » Tue May 24, 2011 5:55 am

Ah okay, understood. Well good luck with your project!
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Legend » Wed May 25, 2011 12:57 am

Looks awesome. Haven't actually gotten to try it out yet though.

I love the glowing eyes. The only thing I would like would be if the zombies had yellowish glowing eyes kinda like Legacy of Suffering. I find them more fitting and creepier than red eyes. At least for the zombies/chaingunners/sergeants. Like red glowing eyes for the revenants too in Legacy of suffering. Doesn't look like the revenant's eyes glow at all from the screenshot.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Z86 » Wed May 25, 2011 3:52 pm

I don't plan introducing sprite edits on this stand-alone brightmap pack, so red eyes remain for now.

Some new pics of the upcoming version:

Spoiler:
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby ChronoSeth » Wed May 25, 2011 6:43 pm

Why is the tip of the rocket glowing. o_O
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Mike12 » Wed May 25, 2011 7:23 pm

ChronoSeth wrote:Why is the tip of the rocket glowing. o_O


Well, being in a dark room with rockets firing at you, and not being able to see them would probably suck pretty hard, for one thing. :P
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