[Code] Wall and Floor Brightmaps

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[Code] Wall and Floor Brightmaps

Postby Enjay » Wed Jul 22, 2009 4:45 am

I posted about these over at the GZdoom forum, but it makes sense to post them here too. Inspired by something that Logan showed me, I decided to learn a bit more about brightmaps and, as a result, I extracted all the textures from Doom and Doom2 that I thought might look reasonable with brightmaps and made brightmaps for them. Some of this was a judgement call on my behalf - eg, I decided that nukage should be bright but that blood shouldn't.

Now, these were done fairly quickly, so there is definitely room for improvement, and they can also cause effects that might be undesired - for example, a light texture in a flashing sector will always remain bright even if the sector has gone dark. However, they are a bit of fun to play around with so feel free to download them and do with them whatever you wish.

There are enough differences between Doom and Doom2 to justify 2 different brightmaps packs so here they are:

Doom
http://www.zen64060.zen.co.uk/examples/d1brightmaps.zip (215 kb)

Doom2
http://www.zen64060.zen.co.uk/examples/d2brightmaps.zip (246 kb)

Each zip contains a pk3 which is the brightmaps and, if you want to quickly check them out, there is also a WAD in each zip which is nothing more than a very simple level with all the affected textures/flats for that game.

They require GZdoom and for brightmaps to be enabled in the shaders menu.

Screenshots:

Spoiler:
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Re: Wall and Floor Brightmaps

Postby CaptainToenail » Wed Jul 22, 2009 5:19 am

Nice, this is a keeper for my Skins folder :)
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Re: Wall and Floor Brightmaps

Postby Nash » Wed Jul 22, 2009 5:24 am

It's great, but unfortunately doesn't work with shaders for fog (essential for Doom fog in OpenGL):

http://forum.drdteam.org/viewtopic.php?f=24&t=4183

:(
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Re: Wall and Floor Brightmaps

Postby Enjay » Wed Jul 22, 2009 5:43 am

Hmm... That's not pretty but it doesn't happen for me. I just tried all combinations of fog and lighting modes with shaders enabled and it looked fine.

I don't know if it will make any difference but NVidia released a new driver yesterday and that's the one I'm using.


[edit for typo]
Last edited by Enjay on Wed Jul 22, 2009 5:51 am, edited 1 time in total.
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Re: Wall and Floor Brightmaps

Postby Nash » Wed Jul 22, 2009 5:47 am

My ATI drivers, 9.6, are the latest. I'll try a bunch of things later when I have the time, maybe a fresh INI, try and see what the problem really is...
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Re: Wall and Floor Brightmaps

Postby Ryan Cordell » Wed Jul 22, 2009 6:28 am

Looking sexy. I might use it.. :P

Though do brightmaps work on weapons at all (hell, on WADS for that matter)? :?
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Re: Wall and Floor Brightmaps

Postby Gez » Wed Jul 22, 2009 6:32 am

Blade Nightflame wrote:Though do brightmaps work on weapons at all

Yes.

Even on HUD elements, although for those it's irrelevant as they're always fullbright anyway.

It doesn't work on graphics like the menu, titlepic, F1 screen, and so on; but again it'd be irrelevant there.
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Re: Wall and Floor Brightmaps

Postby phi108 » Wed Jul 22, 2009 6:38 am

Nice Enjay :) I've tried this once, but I couldn't get them to work.

And this reminds me, I'd like to try to finally finish the Archvile brightmaps, and maybe the spiders. I guess my old Brightmaps thread should be moved here to the Resources forum.
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Re: Wall and Floor Brightmaps

Postby Ghastly » Wed Jul 22, 2009 7:24 am

I should learn Brightmaps, myself. Now I have to decide between using that FreeDoom texture wad and the Doom 2 textures. :lol:

Excellent Brightmaps!
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Re: Wall and Floor Brightmaps

Postby .+:icytux:+. » Mon Aug 17, 2009 9:01 am

yes they look pretty indeed, Legacy of Suffering does look very good indeed not just for the floor/wall brightmaps but the monster brightmaps where the zombies have glowing eyes :D just gotta love that.
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Re: Wall and Floor Brightmaps

Postby jute » Tue Aug 18, 2009 9:36 am

Should these work in Skulltag? Walls seem unchanged and some of the floor brightmaps seem a little off.
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Re: Wall and Floor Brightmaps

Postby Enjay » Tue Aug 18, 2009 10:35 am

jute wrote:Should these work in Skulltag?

well, I would think that they should work but, clearly, something is wrong:

Image
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Re: Wall and Floor Brightmaps

Postby Ghastly » Tue Aug 18, 2009 1:43 pm

I tried them in the latest Skulltag 97e revision, myself, and they worked fine. However, they won't work online in your skins folder, since GLDefs is a lump that needs authentication (people could use large dynamic lights to cheat).
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Re: Wall and Floor Brightmaps

Postby Enjay » Tue Aug 18, 2009 2:13 pm

Ghastly_dragon wrote:97e

Aha! I used 97d3-rc2 so that could well be it.
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Re: Wall and Floor Brightmaps

Postby Ghastly » Wed Aug 19, 2009 6:31 am

Enjay wrote:97d3-rc2

That's pretty out-of-date anyways, if I do say so myself. XD
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