The "How do I..." Thread
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Re: The "How do I..." Thread
Subtractive lights.
- GhostKillahZero
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Re: The "How do I..." Thread
So which is better, A_GunFlash or Brightmaps for gun flashes? I'll ask here instead of creating a thread about it.
Re: The "How do I..." Thread
They are for quite different purposes.GhostKillahZero wrote:So which is better, A_GunFlash or Brightmaps for gun flashes? I'll ask here instead of creating a thread about it.
- GhostKillahZero
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Re: The "How do I..." Thread
I have seen some mods with brightmaps for gun flashes, but I also have seen Zandronum's A_GunFlash is a bit messy.Enjay wrote:They are for quite different purposes.
Re: The "How do I..." Thread
Possibly so, but they do different things. They are not for the same purpose at all. [wiki]GLDEFS#Brightmaps[/wiki] are a purely visual effect (and only available in OpenGL) whereas [wiki]A_GunFlash[/wiki] has an affect on what happens in the DECORATE code.
- Kappes Buur
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Re: The "How do I..." Thread
A_GunFlash illuminates the whole sprite when the weapon is fired.
Brightmaps are special sprites used to 'brighten' only some aspect of the sprite,
but all of the time that particular frame and rotation is visible. For example:

Brightmaps are special sprites used to 'brighten' only some aspect of the sprite,
but all of the time that particular frame and rotation is visible. For example:

- MetroidJunkie
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Re: The "How do I..." Thread
Any possible way to detect if a player is no clipping through a line? I had an idea for a mod that reacts differently if the player is actively cheating to get through it faster.
Re: The "How do I..." Thread
I think it's possible with thing executed specials. You can set a variable on a line which changes if you've crossed the line and you can put this object in a sector near the line: ([wiki]Classes:SecActEnter[/wiki])Any possible way to detect if a player is no clipping through a line?
Then test with that whether the player crossed the line or not.
- ReedtheStrange
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Re: The "How do I..." Thread
Is there a god example WAD that uses that? That's awesome. I don't know how I didn't know about that, I was just trying to figure ways to imply glowing eyes with GL lights.Kappes Buur wrote:A_GunFlash illuminates the whole sprite when the weapon is fired.
Brightmaps are special sprites used to 'brighten' only some aspect of the sprite,
but all of the time that particular frame and rotation is visible. For example:
- GhostKillahZero
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Re: The "How do I..." Thread
I'd recommend PK3 instead of a WAD file, therefore It gives you more capabilities than WADs when using this [wiki=Using_ZIPs_as_WAD_replacement]format[/wiki].ReedtheStrange wrote:Is there a god example WAD that uses that? That's awesome. I don't know how I didn't know about that, I was just trying to figure ways to imply glowing eyes with GL lights.
- Kappes Buur
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Re: The "How do I..." Thread
DrVenom8 brightmapsReedtheStrange wrote: Is there a god example WAD that uses that? That's awesome. I don't know how I didn't know about that, I was just trying to figure ways to imply glowing eyes with GL lights.
Just drag the brightmap file onto the gzdoom.exe or shortcut like any other pwad.
Or, for something more permanent, load it through the ini file
Code: Select all
[Doom.Autoload]
[Doom1.Autoload]
Path=drive:\folder\BrightmapsDoom1.pk3
[Doom2.Autoload]
Path=drive:\folder\BrightmapsDoom2.pk3
[TNT.Autoload]
Path=drive:\folder\BrightmapsDoom2.pk3
[Plutonia.Autoload]
Path=drive:\folder\BrightmapsDoom2.pk3
[Freedoom.Autoload]
[Freedoom1.Autoload]
[FreeDM.Autoload]
[Heretic.Autoload]
Path=drive:\folder\BrightmapsHeretic.pk3
Last edited by Kappes Buur on Sat May 10, 2014 12:03 am, edited 2 times in total.
Re: The "How do I..." Thread
You probably already have an example. GZDoom comes with a file called "brightmaps.pk3". From memory, I don't think many (any?) monsters have been given glowing eyes but there are glowing gun flash effects on sprites such as the shotgun guy, glowing hands on the archvile etc.
One thing I would point out is that, despite what you see in brightmaps.pk3, brightmaps do not have to be greyscale:
http://forum.drdteam.org/viewtopic.php?f=22&t=6198
One thing I would point out is that, despite what you see in brightmaps.pk3, brightmaps do not have to be greyscale:
http://forum.drdteam.org/viewtopic.php?f=22&t=6198
Re: The "How do I..." Thread
Here's your brightmaps. Take the second download.
Re: The "How do I..." Thread
Sorry if this is a stupid question (and for my first post on these forms being a plea for help) ... but "How do I" get Heretic monster sounds working in ZDoom? I can get Hexen monsters working fine, I just copied over the relevant SNDINFO lump entries into my wad, but Heretic doesn't seem to have a SNDINFO lump, and substituting the predefined sounds from the wiki doesn't work either.
I've included my SNDINFO lump text below.
I've included my SNDINFO lump text below.
Spoiler:EDIT: Ah it started working just after I posted this, not sure why. Having trouble placing monsters in DoomBuilder that doesn't cause a DECORATE more than one entry error in ZDoom, but still working through possible solutions.
Last edited by witlord on Sat May 10, 2014 4:12 pm, edited 1 time in total.
- xenoxols
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Re: The "How do I..." Thread
How does one have A_PlaySound work in a monsters death state when they are killed by bullets?
EDIT: nevermind, go it.
EDIT: nevermind, go it.