GZDoom brightmaps for textures
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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.
GZDoom brightmaps for textures
They're possible and not rocket science. I've been asked about it by doubters a few times already, so here's a horrible, horrible example to smite the unbelievers. Works with Doom or Doom 2, require GZDoom to see the effect obviously. Oh, and it's a UDMF map.
- Attachments
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horrible.zip
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Re: GZDoom brightmaps for textures
Heh, LOL. 
Oh, and remember to enable brightmaps in the opengl shader options menu.

Oh, and remember to enable brightmaps in the opengl shader options menu.
Re: GZDoom brightmaps for textures
Does the brightmaps work for Hud graphics too?
Re: GZDoom brightmaps for textures
You mean weapon hud sprites? Sure, they should. They're sprites.
@Enjay: I spent like ten entire seconds creating this graphic.
@Enjay: I spent like ten entire seconds creating this graphic.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom brightmaps for textures
neoworm wrote:Does the brightmaps work for Hud graphics too?
Theoretically, yes, but since HUD graphics are always drawn at full brightness you wouldn't see a difference.
And BTW, Strife actually uses brightmaps for wall textures. Just have a look at some of the computer monitors.
Re: GZDoom brightmaps for textures
But they're not defined in a GLDEFS lump, are they? I only see sprite definitions in brightmaps.pk3.
Re: GZDoom brightmaps for textures
I have to say, I'm not too sold on brightmaps - seems to have a few flaws, particularly with the baron of hell having holes in him and one of the torches being a lot less flaming than before. Seems that the ones in the .pk3 provided with GZDoom are lacking a bit.
Re: GZDoom brightmaps for textures
That's a problem with the available examples, not with the feature in itself.
They're a good way to obtain effects such as this one but without hacking the dynamic light system...
They're a good way to obtain effects such as this one but without hacking the dynamic light system...
Re: GZDoom brightmaps for textures
Brightmaps are best used sparingly, IMO. I find they can look best on weapons, for example, one with lots of pretty lights and illuminated buttons. 

Re: GZDoom brightmaps for textures
Im pretty sure those are the torches I made, but I thought the flames were fully bright on them (white in the brightmap), with only the torch stands a bit dimmer than the flames.Phobus wrote:I have to say, I'm not too sold on brightmaps - seems to have a few flaws, particularly with the baron of hell having holes in him and one of the torches being a lot less flaming than before. Seems that the ones in the .pk3 provided with GZDoom are lacking a bit.
Are fully white brightmaps somehow rendered more dimly than BRIGHT frames? A bug in the brightmap code?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom brightmaps for textures
Gez wrote:But they're not defined in a GLDEFS lump, are they? I only see sprite definitions in brightmaps.pk3.
No. GZDoom checks the colormap for fullbright colors in the palette and auto-generates brightmaps for those. This was actually the reason I implemented brightmaps in the first place. The external definitions were just a waste product of a required feature to make Strife work properly.