HacX brightmaps

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Expand view Topic review: HacX brightmaps

Re: HacX brightmaps

by Graf Zahl » Tue Nov 30, 2021 1:20 am

The current logic cannot detect if a mod replaces TEXTURE1 but then keeps the content unchanged. So the only realistic chance to attach something to the stock textures would be adding a checksum, like Build's DEF allows for tile replacements.

Re: HacX brightmaps

by Dynamo » Mon Nov 29, 2021 11:36 pm

Graf Zahl wrote:but we first need a means to safely define brightmaps for wall textures.
Out of curiosity, what is wrong with the current implementation? Or is there some incompatibility with TEXTURE1/PNAMES?

Re: HacX brightmaps

by Nash » Mon Nov 29, 2021 12:25 pm

I'll move this to the Feature Suggestions forum so it won't be forgotten.

Re: HacX brightmaps

by Graf Zahl » Mon Nov 29, 2021 12:18 pm

Yeah, should definitely be done - but we first need a means to safely define brightmaps for wall textures.

Re: HacX brightmaps

by Nash » Tue Nov 09, 2021 12:49 pm

I'd like to pull request this into GZDoom's brightmaps.pk3, when I can find some time.

HacX brightmaps

by Dynamo » Tue Nov 09, 2021 9:50 am

Hello all! This past week I've been working on a brightmaps pack for HacX, as I don't think any has ever been created or at least finished in the past. I did most of the graphics for all enemies, weapons, items, props, textures and flats. I used version 1.2 as a base but hopefully this should work with any version with just minor modifications required.

Download

No credits needed - feel free to reuse, edit, redistribute, do anything you want with them. Let me know if there's any outstanding issues as I've only done minimal testing.

Some example shots on imgur:

https://imgur.com/a/I8pHUNf

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