Brightmaps Plus v1.9

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Re: Brightmaps Plus v1.8

Postby wanisea » Mon Jun 28, 2021 3:14 am

The ability to identify enemies in the dark and dark makes it easier to play. Thank you.
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Re: Brightmaps Plus v1.8

Postby strangebit » Wed Jun 30, 2021 1:49 am

By the way, the WadSmoosh AutoName change in GZDoom 4.6.0 also affected Brightmaps Plus in the same way. Easy fix by just copying the doom.id.doom2 filter folder as doom.id.wadsmoosh, except for the textures one. But I'm not sure that one is worth trying to support WadSmoosh with, because of the way WadSmoosh replaces the textures at runtime for the Final Doom maps. It would be a lot trickier.
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Re: Brightmaps Plus v1.8

Postby NightFright » Wed Jun 30, 2021 9:30 am

Nah, I won't bother with that. Anyway, you would need to have the separate iwads to be able to use WadSmoosh, so you will be able to run this. I consider WS rather a gimmick and will treat it as such.
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Re: Brightmaps Plus v1.8

Postby strangebit » Wed Jun 30, 2021 10:18 pm

Okay yeah, I understand that. 8-)
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Re: Brightmaps Plus v1.8

Postby Warden » Thu Jul 01, 2021 3:21 am

I noticed the step4.png and step9.png brightmaps in doom.bm are misassigned. There are internal patches named step04 and step09, but the actual textures they make up are called step1 and step5 respectively. Right now, what should be called step1 is being applied to some generic concrete trim, and what should be called step5 is being applied to nothing because texture step9 doesn't exist.
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Re: Brightmaps Plus v1.8

Postby NightFright » Thu Jul 01, 2021 9:41 am

Good catch! I have fixed STEP1 and STEP5 according to your hints. Basically step4.png is now step1.png and step9.png became step5.png (but it's now 2x STEP9 stacked on top of each other).

They should work fine ingame now with latest Github build (official release with next GZD version).
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Re: Brightmaps Plus v1.8

Postby Delfino Furioso » Thu Jul 01, 2021 3:29 pm

NightFright wrote:(official release with next GZD version)

does this mean that BP will ship within the next GZD binary release, or I am understanding it wrong?
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Re: Brightmaps Plus v1.8

Postby NightFright » Thu Jul 01, 2021 11:24 pm

That's a negative. I am syncing it with the next GZD release since it will come with new widescreen graphics for Hexen, which I cannot take into consideration before it's official.
Last edited by NightFright on Mon Jul 26, 2021 3:26 pm, edited 1 time in total.
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Version 1.9 released

Postby NightFright » Mon Jul 26, 2021 12:37 am

Adjustments necessary for GZD v4.6.1 are finally official with its release now. Two texture fixes for Doom and four adjusted sprites for Hexen. Also, Warden's improved Mancubus firing sprites were too good to skip.

CHANGELOG:
[bmplus_spritefix.pk3] [bmplus_vanilla.pk3]
[DOOM2] Improved brightmaps for firing Mancubus by Warden
[HERETIC/HEXEN] Added support for additional widescreen weapon sprites from GZDoom v4.6.1
[HEXEN] Corrected brightmap names for Falcon Shield, Amulet of Warding, Icon of the Defender, Blue Candle

[bmplus_textures.pk3]
[DOOM] Brightmaps fixes for textures STEP1 and STEP5
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Re: Brightmaps Plus v1.9

Postby Xtyfe » Sun Sep 12, 2021 2:29 pm

Looking at the definitions in slade, it doesn't look like these brightmaps support the full rotations of the player, zombie, shotgun guy and imp that are included in spritefix. The sprite fix also fixes the naming if rotations of the imp which are not supported either.

These were the only ones I looked at.


Disregard, the correct parts are at the bottom of the file. Sorry
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Re: Brightmaps Plus v1.9

Postby NightFright » Sun Sep 12, 2021 2:42 pm

I would have been surprised if they had been wrong since I had been very thorough with those. Mistakes can always still happen, ofc. Thanks for your concerns anyway and enjoy the mod.
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