brightmaps for vanilla textures over HD textures

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brightmaps for vanilla textures over HD textures

Postby hoover1979 » Wed Feb 13, 2019 7:34 am

this happens even when I disable brightmaps and remove the brightmaps.pk3 file. As a result, I get brightmaps that don't match with the HD textures showing up and the textures not looking right. is there another set of brightmaps inside one of GZDooms main files that I can go into and cull without breaking the engine? Can someone help me remove the vanilla texture brightmaps so they don't get superimposed on my HD textures as they don't match with the new textures?
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hoover1979
Making 2k Texture Pack for Doom.
 
Joined: 22 Jun 2014
Location: Kadingir Sanctum, Hell (Postal Code: 666)
Operating System: Windows Vista/7 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: brightmaps for vanilla textures over HD textures

Postby Graf Zahl » Wed Feb 13, 2019 7:45 am

If you removed brightmaps.pk3 they must come from somewhere else. The internal brightmaps are also for sprites only, not for textures.
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Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
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Re: brightmaps for vanilla textures over HD textures

Postby hoover1979 » Wed Feb 13, 2019 7:18 pm

I will try to rebuild the installation and see if that resolves my issue.
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hoover1979
Making 2k Texture Pack for Doom.
 
Joined: 22 Jun 2014
Location: Kadingir Sanctum, Hell (Postal Code: 666)
Operating System: Windows Vista/7 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: brightmaps for vanilla textures over HD textures

Postby hoover1979 » Wed Feb 13, 2019 8:37 pm

it turns out that reikall's voxel mod has a set of brightmaps inside the .PK3 I opened the .PK3 with Win7z and deleted the contained brightmaps folder and the problem is resolved.
User avatar
hoover1979
Making 2k Texture Pack for Doom.
 
Joined: 22 Jun 2014
Location: Kadingir Sanctum, Hell (Postal Code: 666)
Operating System: Windows Vista/7 64-bit
Graphics Processor: nVidia (Modern GZDoom)


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