MAP02 looks more natural now, though I can see why lighting it is hard.
I did notice that the barriers that open near the start don't match the surrounding water. I *think* it's a shininess issue rather than a brightness one?

I don't know what it is about that brightmap, but that sign still looks quite dull to me.Hey Doomer wrote:There is a brightmap in the SBrightmaps pk3 that I brightened:

But brightmaps are definitely working:

And I can see that there is a brightmap in the PK3.
[edit]
Hang on, this is the contents of GLDEFS.BM
Code: Select all
brightmap texture DOORBLU { map "brightmaps/DOORBLU.png" iwad }
brightmap texture DOORRED { map "brightmaps/DOORBLU.png" iwad }
brightmap texture DOORYEL { map "brightmaps/DOORBLU.png" iwad }
brightmap texture COMPUTE2 { map "brightmaps/COMPUTE2.png" iwad }
brightmap texture BIGDOOR2 { map "brightmaps/BIGDOOR2.png" iwad }
brightmap texture BIGDOOR3 { map "brightmaps/BIGDOOR2.png" iwad }
brightmap texture BIGDOOR4 { map "brightmaps/BIGDOOR2.png" iwad }
brightmap texture BRWINDOW { map "brightmaps/BRWINDOW.png" iwad }
[/edit]
Honestly, the pool in your shot looks dark to me as well. Certainly much darker than the pool is in comparison to its surroundings without the mod loaded:Hey Doomer wrote:I don't see a dark pool, really. Maybe it's your sector lighting mode?


The mod (intentionally) doesn't darken most of the out door area but, for some reason, the pool does seem to get quite a bit darker.
As a suggestion, have you looked into GLDEFS defined glowing flats? They might be of use to you.