[WIP] Software Brightmaps - Serpent Rider's Heretic Pack
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
These are pretty awesome, these work since my computer doesn't support the shaders needed for actual brightmaps. (Yeah, my computer is a bit ancient.)
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Thanks! Glad you can find a use for my project
. Oh and, as for your ancient computer- IMO you are not missing much (modern games mostly suck, again just my opinion though)

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Re: [WIP] Software Brightmaps - Updated with Lost Soul
I had used your technic to make sprite brightmaps and , i am sure the script is right , but the brightmap spawns beneath the sprite even if its offset is 0.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Upload the wad file where you did that, or describe what you did exactly and I'll see where the error is.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Your sprites do not have correctly set offsets. That is the first problem I notice. I fixed that for you, check if it works now. If not, I will look more closely for other possible problems.
Edit: I made a mistake. I modified the offsets, but they are still wrong. Hang on a minute.
Edit 2: Basically what you need to do, is open up your heretic.wad and check the sprite offsets for the iron lich sprites, and then modify the offsets of your brightmap sprites to match them. The offsets of the sprites, not the offsets in the code.
Edit 3: Here, this should work 100% now
By the way, the brightmaps are great.
Edit: I made a mistake. I modified the offsets, but they are still wrong. Hang on a minute.
Edit 2: Basically what you need to do, is open up your heretic.wad and check the sprite offsets for the iron lich sprites, and then modify the offsets of your brightmap sprites to match them. The offsets of the sprites, not the offsets in the code.
Edit 3: Here, this should work 100% now
By the way, the brightmaps are great.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
You should use a [wiki]WeaponGiver[/wiki] instead of redefining the weapon.SerbianDoomer wrote:Oh, that is serious. I forgot to define the weapon slot for my plasma rifle and BFG replacement... Hotfix coming up.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Thanks, it might be better to switch to that. I'll keep it mind for next update.Gez wrote:You should use a [wiki]WeaponGiver[/wiki] instead of redefining the weapon.SerbianDoomer wrote:Oh, that is serious. I forgot to define the weapon slot for my plasma rifle and BFG replacement... Hotfix coming up.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Thanks , next is the disciple of D´sparil.I will try to finish the whole heretic...SerbianDoomer wrote: By the way, the brightmaps are great.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
This is pretty sweet dude, gives a really nice effect to the game. I may have to borrow this for my mod.
Few thing to point out though, it doesn't look like the effect actor is in perfect sync with the parent actor, I can see at times where the effect actor will hold its frame for one unit frame, then change into whatever the parent actor is. I haven't looked at your code or anything, but I can assume you intentionally built it so they were supposed to be synced. Another thing I ran into was that the effect actor doesn't disappear every time when the parent actor dies, and shown here
https://www.dropbox.com/s/du7z9z5zaqc23 ... .42.44.png
I tried to replicate it, but to no avail.
Few thing to point out though, it doesn't look like the effect actor is in perfect sync with the parent actor, I can see at times where the effect actor will hold its frame for one unit frame, then change into whatever the parent actor is. I haven't looked at your code or anything, but I can assume you intentionally built it so they were supposed to be synced. Another thing I ran into was that the effect actor doesn't disappear every time when the parent actor dies, and shown here
https://www.dropbox.com/s/du7z9z5zaqc23 ... .42.44.png
I tried to replicate it, but to no avail.
Spoiler:
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
I think that bug might be fixable by adding
TNT1 A 0 A_KillChildren
at the start of each actor's death sequence.
TNT1 A 0 A_KillChildren
at the start of each actor's death sequence.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
brightmapsheretic1.wad
The brightmaps for Disciple of dsparil, iron lich and heretic ammo .
I had worked on them whole night.
The brightmaps for Disciple of dsparil, iron lich and heretic ammo .
I had worked on them whole night.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
kevansevans, thanks and I quite know what you mean and such bugs have been plaguing me since the start. I'll do what I can to fix.
Oh and
.
Serpent rider, I'll update the first post with your brightmaps to bring them to more attention.
Oh and
Spoiler:The Zombie Killer, that has occurred to me, however the original actor and its brightmap are not in master/child relationship. The brightmap views the original actor as its target. And on a side note I am opposed to the killing of children

Serpent rider, I'll update the first post with your brightmaps to bring them to more attention.
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Re: [WIP] Software Brightmaps - Serpent Rider's Heretic Pack
Your Brightmaps are awesome!!! I really like your job. 

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Re: [WIP] Software Brightmaps - Serpent Rider's Heretic Pack
kevansevans wrote:Few thing to point out though, it doesn't look like the effect actor is in perfect sync with the parent actor, I can see at times where the effect actor will hold its frame for one unit frame, then change into whatever the parent actor is. I haven't looked at your code or anything, but I can assume you intentionally built it so they were supposed to be synced. Another thing I ran into was that the effect actor doesn't disappear every time when the parent actor dies, and shown here
*image showing the sync problem*
[wiki]A_RearrangePointers[/wiki] might help. (Should have told you about it sooner, but I forgot. Sorry.)SerbianDoomer wrote:...however the original actor and its brightmap are not in master/child relationship.
Basically you can flip off SXF_SETMASTER's restriction to monsters by using A_RearrangePointers to establish master/child relationships. (E.g. you can have something as nutty as a missile be a monster's master, and have it kill the monster with A_KillMaster when it explodes...)
My idea to fix this would be to give BMapEffect (the base class) a 'Spawn' state which looks like this:
Code: Select all
Spawn:
TNT1 A 0 NoDelay A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET)
TNT1 A 0 A_Jump(256, "DoEffect")
Stop
Now, most monsters would simply need to call [wiki]A_RemoveChildren[/wiki](true) in their 'Pain' and 'Death' states. Some monsters, like the LostSoul and HereticImp, would need to call this in their 'See' state as well because that's the state they jump to when ramming into something (it's hard-coded). However...
This won't work with D'Sparil (Sorcerer2) and the Heresiarch because they are masters to the monsters they spawn. These two would need special treatment. Right now I don't have any ideas...