SBrightmaps.pk3 - Doom IWAD Brightmaps

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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Ethril » Wed May 25, 2011 11:33 pm

ChronoSeth wrote:Why is the tip of the rocket glowing. o_O


*insert penis joke here*

*insert "insert penis" joke here*
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Z86 » Thu May 26, 2011 5:07 am

Heh, yes the rocket tips are glowing so you can better see them in the darkness + it looks cool. IIRC the fire has fullbright and the red parts have 50% brightness.

Also, some animated textures are a biatch in TNT and Plutonia, the on phase of the animated TNT switch that is in one of the screenshots still has some incorrectly glowing pixels on some frames... Let the pixel hunt begin...
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby DarkQuill » Thu May 26, 2011 7:23 pm

Just a heads-up, your Mancubus/Fatso brightmaps aren't working (at least, from the download link). I see you've got the maps done, but I haven't checked your code to see if they're rigged correctly.
Everything else is spot on. I made brightmaps for enemies myself, but no matter what I did, PAINF1 would just not light properly. I'm glad to see you've gotten around that.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Z86 » Fri May 27, 2011 2:32 am

Strange, they were working fine for me. Are only the eyes missing, or is it not working at all? I may look into it on different settings (I used no texture resizing on my tests)

The Pain Elemental is one of my earliest brightmaps, and i'm not 100% satisfied with it, so probably i'm going to redo it. Also i need some more analysis on the Lost Souls. Thankfully none of them has too much frames.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby DarkQuill » Fri May 27, 2011 7:55 pm

Ah, found the problem. Not really a 'problem' on your part, but since you have all your maps flagged with "iwad", it means the brightmaps don't work on anything other than the stock sprites - I was using a simple Mancubus reskin, which has the same dimensions and properties for all intents and purposes.
It boils down to your preferences/sourceport - I'm running Skulltag which introduces a few reskinned enemies, and by not using the iwad tag, I can use the same brightmaps for them as I do with the default enemies.

As for the Lost Soul, it's iffy. On the one hand, it looks awesome with the accented fire, but on the other, the sprite is (in most ports) all partially transparent. So you either have a skull that is too dark (brightmaps, no dynamiclight, transparent), fire that isn't accented enough (brightmaps, dynamiclight, transparent), or solid flames (brightmaps, no dynamiclight, solid). Again, I'd say it's up to personal preference, like your Cyberdemon dilemma.
The only 'perfect solution' would be to create a new Lost Soul - remove the flames, make it solid, darken it, and then use a flare emitter as fire, much like the one depicted in your avatar :p
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Z86 » Sun May 29, 2011 10:27 am

Update: https://rapidshare.com/files/1120059050/Sbrightmaps.zip

- new brightmaps for a lot of things, including: Cyberdemon, Pain Elemental, Torches, LITEx walls, and a lot of others
- expansion texture brightmaps (TNT, Plutonia) in separate files (because they overwrite some definitions)
- de-flagged the iwad flag from monsters, so they now work with skin packs (i tried it with Epic2 - it has a few slightly modified sprites), now only the Flats, Decorations and Pickups are IWAD flagged.

like the one depicted in your avatar


That's from my high-def (sort of) enhancer mod, search for Particle Fire Enhancer if you are interested)
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Legend » Tue May 31, 2011 10:47 pm

Just tried running with the latest gzdoom. Don't seem to notice any difference. I put it in the autoload of my config file. Am I missing a setting or something?
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Z86 » Wed Jun 01, 2011 2:12 am

Did you put the .zip in, or the .pk3s (inside the .zip)? Because i don't think the .zip works with .pk3s inside, i just uploaded it that way so that it can be downloaded in a single file.

Also it does not make much difference in bright rooms, although if you try it in the original Doom2 maps, you are bound to notice thing quite early on (Zombieman and Imp eyes, health pack crosses, switches, the small lights on the pipe texture in MAP02 - that one is really standing out in the dark)
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Naitguolf » Wed Jun 01, 2011 7:13 am

I've tried it and I can say its very, very atmospheric. The darker the zone is, the better. Its now a must in my DooM. Congrats Z86, you did an excelent work :)
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Legend » Wed Jun 01, 2011 9:45 pm

Did you put the .zip in, or the .pk3s (inside the .zip)? Because i don't think the .zip works with .pk3s inside, i just uploaded it that way so that it can be downloaded in a single file.

Also it does not make much difference in bright rooms, although if you try it in the original Doom2 maps, you are bound to notice thing quite early on (Zombieman and Imp eyes, health pack crosses, switches, the small lights on the pipe texture in MAP02 - that one is really standing out in the dark)


Yeah. I unzipped it and put it in my main doom folder.

Played Doom 2 through to map 03 and never noticed anything. Even turned on god mode and just hung out in the dark areah etting the monsters hit ,e trying to see if their eyes glowed. Didn't notice anything. :(
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby wildweasel » Wed Jun 01, 2011 10:19 pm

I guess make sure shaders are enabled?
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby Legend » Thu Jun 02, 2011 12:06 am

I have gl_brightmap_shader set to true, but still not seeing any difference. :(
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby marble » Fri Jun 03, 2011 9:29 am

DarkQuill wrote:The only 'perfect solution' would be to create a new Lost Soul - remove the flames, make it solid, darken it, and then use a flare emitter as fire, much like the one depicted in your avatar :p


Ugh... no, just make the Lost soul solid, and without no flare emitter. i hate how GZdoom forces me to have a semi-transparent ugly Lost soul. and flare emitters look ugly as well.

EDIT: also, you might want to upload your mod upload3r, rapidshare makes me wiat like 5 minutes every time i want to download something.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby NeuralStunner » Fri Jun 03, 2011 10:29 am

marble wrote:i hate how GZdoom forces me to have a semi-transparent ugly Lost soul.
Set the TransSouls variable to 1.0 - No "forcing" is involved.
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Re: SBrightmaps.pk3 - Doom IWAD Brightmaps

Postby marble » Fri Jun 03, 2011 10:51 am

EDIT: crap, delete please?
Last edited by marble on Fri Jun 03, 2011 10:52 am, edited 1 time in total.
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