i cant wait til the full pack comes out =)
Brightmaps: Topic Resurrection
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- .+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
Re: Brightmaps: Update, baron and doomguy
looks lovley 
i cant wait til the full pack comes out =)
i cant wait til the full pack comes out =)
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StasBFG[iddqd]
- Posts: 36
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Re: Brightmaps: Update, baron and doomguy
hey, that option doesn't works at all on my computer. why? may be because of my GeForce4 mx440 doesn't supports shaders? what is needed for it?
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Re: Brightmaps: Update, baron and doomguy
You need a GeForce FX (the 5th gen GeForce) or more recent for brightmaps.StasBFG[iddqd] wrote:hey, that option doesn't works at all on my computer. why? may be because of my GeForce4 mx440 doesn't supports shaders? what is needed for it?
Re: Brightmaps: Update, baron and doomguy
Goddamn, that's the same graphics card I have. Shit.
Re: Brightmaps: Vile Resurrection
I've done all the archvile resurrection sprites. But you may think they look a bit weird, so I'll ask, should I leave them as they are, remove the yellow and only brighten the red, or make even more of it bright?
Load the file with GZDoom, kill a bunch of enemies in a darkish place, and summonfriend archvile. Or merge the PNGs and the doomdefs text with the GZDoom pack.
Load the file with GZDoom, kill a bunch of enemies in a darkish place, and summonfriend archvile. Or merge the PNGs and the doomdefs text with the GZDoom pack.
- Attachments
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- vile.png (53.36 KiB) Viewed 1024 times
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vilebmaps.zip- (35.49 KiB) Downloaded 51 times
Re: Brightmaps: Vile Resurrection
Oh, that's what brightmaps are! I thought it was just brightness on one part of the entire palette. It's exactly like the _add textures in the Doom 3 engine.
- .+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
Re: Brightmaps: Vile Resurrection
hmm, i think it looks pretty odd, id suggest making it more bright.
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CaptainToenail
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: Brightmaps: Vile Resurrection
Is there any texture brightmaps? If not I may be willing to do some.
- Ryan Cordell
- Posts: 4349
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- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Re: Brightmaps: Vile Resurrection
It works for flats too, but I've never seen it work for walls.
Re: Brightmaps: Vile Resurrection
The new arch-vile brightmaps don't look good at all. :( It looks like a bunch of corrupted graphics to me...
- Cutmanmike
- Posts: 11354
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Re: Brightmaps: Vile Resurrection
Yeah I'd drop all the yellow bits for sure.
Re: Brightmaps: Vile Resurrection
Or at least make them much more pale, so that the yellow parts contrast less oddly with the rest.
Re: Brightmaps: Vile Resurrection
Here is the complete set of Archvile attack brightmaps. The resurrection frames don't really need brightmapping (what was I thinking...)
After more than a year, these took a couple hours to do. I love irfanview.
EDIT: And I hate imageshack.

After more than a year, these took a couple hours to do. I love irfanview.
EDIT: And I hate imageshack.

- Attachments
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Vileall.pk3- (127.6 KiB) Downloaded 62 times

