Brightmaps Plus v1.92

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Agitatio
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Re: Brightmaps Plus (spritefix compatible)

Post by Agitatio »

In my experience, Software "Sector light mode" looks closer to Software Renderer than Vanilla. Vanilla is really dark.
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Grizzly
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Re: Brightmaps Plus (spritefix compatible)

Post by Grizzly »

m8f wrote:And Sigil isn't intended to be too dark
Software renderer on can still be quite dark if your map just has little sector lightning. Take the side by side comparison in the attachments.
NightFright wrote:I'll consider doing a "lite" version without any texture brightmaps and glowing eyes removed (even official brightmaps.pk3 has some, at least for the zombie, sergeant and chaingunner) for the absolute purists or special cases like Sigil.
The purist in me says that the way to do this is to only give brightmaps to sprites and textures that are fullbright initially, like the lost souls and candles.
Attachments
Software Renderer
Software Renderer
Brightmaps with OpenGL rendering
Brightmaps with OpenGL rendering
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phantombeta
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Re: Brightmaps Plus (spritefix compatible)

Post by phantombeta »

Agitatio wrote:In my experience, Software "Sector light mode" looks closer to Software Renderer than Vanilla. Vanilla is really dark.
That's because it is. The reason for that is because the "Software" sector light mode is meant to emulate ZDoom's software renderer, which has a particularly nasty and ill-advised change by randi that makes it much brighter than vanilla Doom's software renderer. "Vanilla" is exactly as it says in the name - the lighting emulates what it looks like in vanilla Doom.
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Agitatio
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Re: Brightmaps Plus (spritefix compatible)

Post by Agitatio »

Interesting. Thanks for the explanation!
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Grizzly
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Re: Brightmaps Plus (spritefix compatible)

Post by Grizzly »

phantombeta wrote:
Agitatio wrote:In my experience, Software "Sector light mode" looks closer to Software Renderer than Vanilla. Vanilla is really dark.
That's because it is. The reason for that is because the "Software" sector light mode is meant to emulate ZDoom's software renderer, which has a particularly nasty and ill-advised change by randi that makes it much brighter than vanilla Doom's software renderer. "Vanilla" is exactly as it says in the name - the lighting emulates what it looks like in vanilla Doom.
Ooh! I was not aware of this, and this runs contrary to everything I've been told about the lightning systems thus far. Thanks!

(Also how did I not notice this myself whilst I play on Chocolate Doom quite often...)

((Also, question, why does GZDoom default to "Dark" rather then Vanilla?))
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NightFright
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Version 1.63 released

Post by NightFright »

This is mostly an internal restructuring for better overview. The only real change is moving brightmaps for the burning barrel (FCAN) from Doom 2 to Doom 1 since it also appears in doom.wad, so definitions for it should not only be available in Doom 2. I have also updated the compatibility package for GZD 4.0.0 (and lower) to reflect these changes.

CHANGELOG (v1.63):
[GENERAL] Brightmaps dir restructured into "sprites" and "textures" branches
[DOOM/HERETIC/HEXEN] Moved "flats" folders to textures subdirs
[DOOM] Separate folders for Doom 1 and Doom 2 content
[DOOM] Burning barrel (FCAN) moved from Doom 2 to Doom 1 definitions
[PLUTONIA] Moved "plutonia" folder to textures\doom
[TNT] Moved "tnt" folder to textures\doom
Last edited by NightFright on Tue Jun 04, 2019 9:06 am, edited 1 time in total.
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Caligari87
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Re: Brightmaps Plus (spritefix compatible)

Post by Caligari87 »

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Tesculpture
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Re: Brightmaps Plus (spritefix compatible)

Post by Tesculpture »

Bug: sprite SARGA2C8 from the spritefix is missing a brightmap. Looking at an idle pinky in a dark area from in front/to their left, their eyes erroneously blink on and off.
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NightFright
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Version 1.64 released

Post by NightFright »

Was really easy to fix. Thanks for the report!

CHANGELOG v1.64:
[DOOM] Added missing spritefix brightmap for Demon (SARGA2C8)
Skafsgaard
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Re: Brightmaps Plus (spritefix compatible)

Post by Skafsgaard »

Hey, NightFright - thank you for this!

I'm not exactly sure what the difference between 1.64 and 1.64a is, though. Is it just that 1.64a has backwards compatibility with pre-4.0.0 versions of GZDoom, while 1.64 does now? And if so, why not just have 1.64?

Thanks!
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NightFright
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Re: Brightmaps Plus (spritefix compatible)

Post by NightFright »

1.64a is identical to 1.64 except for using the old names for lump filtering (e.g. doom.doom1 instead of doom.id.doom1). Theoretically I could have stayed with the old definitions since I doubt they will ever be removed due to compatibility reasons, but you can't be sure. Eventually I will probably drop support of pre-4.0.0 versions and add instructions how to make the brightmaps pack compatible manually. It's just about removing the "id" part from four folders (doom.id.doom1, doom.id.doom2, doom.id.doom2.plutonia and doom.id.doom2.tnt).
Skafsgaard
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Re: Brightmaps Plus (spritefix compatible)

Post by Skafsgaard »

Hmm, I'm not sure I understand, sorry.

But the practical difference is that one of them is only compatible with 4.0.0+, while the other has backwards compatibility - is that the gist of it? If so, which one has backwards compatibility? And if not, then is there any practical difference for the end user at this point in time?
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NightFright
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Re: Brightmaps Plus (spritefix compatible)

Post by NightFright »

In GZD 4.0+, it doesn't matter right now. Both versions work - unless support for the old syntax is dropped.

At the end of the day, if all this is too confusing, I will consider discontinuing one of the two versions with the next release.
Skafsgaard
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Re: Brightmaps Plus (spritefix compatible)

Post by Skafsgaard »

It is slightly confusing, yeah. ;)

But all right, good to know. Which one of the two is backwards compatible, then, though?
Sorry about all the questions!
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okbuddy
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Re: Brightmaps Plus (spritefix compatible)

Post by okbuddy »

1.64a
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