How to disable certain feature
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How to disable certain feature
Hi, in a mod I'm playing online actors are edited so BRIGHT flag only aplies to certain pixels (like eyes, fire, etc). Is it posible to disable this without editing the wad itself?
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Re: How to disable certain feature
Sounds like the mod is using brightmaps; I think those can be disabled somewhere in the OpenGL options?
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Re: How to disable certain feature
Just looked for it in GZDoom, couldn't find such an option.
Also,
http://zdoom.org/wiki/CVARs:Display
Doesn't seem like there's a cvar for it (unless I missed it).
Also,
http://zdoom.org/wiki/CVARs:Display
Doesn't seem like there's a cvar for it (unless I missed it).
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Re: How to disable certain feature
I'm playing the wad on Zandronum. I just found how to disable it. It's in GL options -> Shaders (shaders for brightness maps).
Thanks a lot for the quick replies.
Thanks a lot for the quick replies.
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Re: How to disable certain feature
Hm, that no longer seems to be present in GZDoom.
I did remember that shader option as it had the odd quirk for me, such as turning textures white as I walked through a decorative sprite, like a tree. (noticed it in hexen)
I did remember that shader option as it had the odd quirk for me, such as turning textures white as I walked through a decorative sprite, like a tree. (noticed it in hexen)
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Re: How to disable certain feature
The shader option no longer exists, because with modern hardware there are no corner cases where it might cause compatibility issues.
Even in GZDoom 1.x it only applies to ancient pre GL 3.x hardware.
Even in GZDoom 1.x it only applies to ancient pre GL 3.x hardware.
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Re: How to disable certain feature
If turning off that option worked, it's a "happy" coincidence that the non-shader method isn't working.
There is currently no toggle for brightmaps. It's been suggested multiple times, however:
There is currently no toggle for brightmaps. It's been suggested multiple times, however:
In Zandronum's case I guess the lights/brightmaps are still in the main PK3 jsut because Skulltag did it that way. They should probably be split back out, but I'm sure that would just make a bunch of people complain who have nothing better to do.Graf Zahl wrote:Even for GZDoom the answer is 'no'. This feature has little to no impact on performance and the toggle's only function would be to cripple mods depending on it. The stock brightmaps are a separate file to begin with so they are of no consequence.
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Re: How to disable certain feature
My bad, on the latest version of zandronum the option is no more. I guess I'll have to get used to it if I want to play that wad.