That's kind of what I was getting at: it would indeed make the whole texture bright so you'd lose the contrast of the bright read versus the dull blue. But I still see no reason why the blue shouldn't be bright. It looks like it should be bright to me. Of course, both the red and the blue have brighter and duller looking bits so it shouldn't be a universally everything-fullbright brightmap. Even so, it still wouldn't have the big contrast between the red and the blue that a red-only brightmap would.
[edit] An attempt was made
GaaahMyEyes.wad
So, yeah, it does make everything bright. An unforseen consequence was that with all the walls/floors looking bright, areas lit with dull light levels look odd because the walls/floors are bright but the sprites are lit at their usual (dull) levels.
BTW, I noticed an error in HorrorMovieGuy's file:
Code: Select all
brightmap texture FBL1
{
map FIRBLBM1
disablefullbright
}
brightmap texture FBL2
{
map FIRBLBM3
disablefullbright
}
FIRBLBM3 does not exist. It should be FIRBLBM2
[/edit]