GZDoom brightmaps for textures

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Gez
 
 
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GZDoom brightmaps for textures

Post by Gez »

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.
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Enjay
 
 
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Re: GZDoom brightmaps for textures

Post by Enjay »

Heh, LOL. ;)

Oh, and remember to enable brightmaps in the opengl shader options menu.
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neoworm
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Re: GZDoom brightmaps for textures

Post by neoworm »

Does the brightmaps work for Hud graphics too?
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Re: GZDoom brightmaps for textures

Post by Gez »

You mean weapon hud sprites? Sure, they should. They're sprites.

@Enjay: I spent like ten entire seconds creating this graphic.
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Graf Zahl
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Re: GZDoom brightmaps for textures

Post by Graf Zahl »

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.
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Re: GZDoom brightmaps for textures

Post by Gez »

But they're not defined in a GLDEFS lump, are they? I only see sprite definitions in brightmaps.pk3.
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Phobus
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Re: GZDoom brightmaps for textures

Post by Phobus »

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.
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Re: GZDoom brightmaps for textures

Post by Gez »

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...
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Ceeb
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Re: GZDoom brightmaps for textures

Post by Ceeb »

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. :trippy:
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phi108
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Re: GZDoom brightmaps for textures

Post by phi108 »

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.
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.

Are fully white brightmaps somehow rendered more dimly than BRIGHT frames? A bug in the brightmap code?
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Re: GZDoom brightmaps for textures

Post by Graf Zahl »

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.
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