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strangebit wrote:By the way, the WadSmoosh AutoName change in GZDoom 4.6.0 also affected Brightmaps Plus in the same way. Easy fix by just copying the doom.id.doom2 filter folder as doom.id.wadsmoosh, except for the textures one. But I'm not sure that one is worth trying to support WadSmoosh with, because of the way WadSmoosh replaces the textures at runtime for the Final Doom maps. It would be a lot trickier.
Has anyone been able to get bmplus 1.9 to work with Wadsmoosh?
I've been unsuccessful in getting this to work with GZDoom 4.7.1 even after trying these steps above.
Hey there! A person over on the ZDoom discord wanted a fix to this with WadSmoosh so I might as dump these here.
These are fixes for people who use WadSmoosh, simply unzip the file, add the "brightmaps" folder from the original Brightmap+ PK3 to it, then zip it back up.
(I didn't include the brightmaps folder since it kinda sketchy of me to do so.)
As for NightFright, you might want to add this to the main PK3. When you do, I'll cross out this reply and label it deprecated.
Message crossed out as the fix has been added to the main PK3.
Last edited by Jakie on Sun Oct 23, 2022 1:58 pm, edited 2 times in total.
Jakie wrote:Hey there! A person over on the ZDoom discord wanted a fix to this with WadSmoosh so I might as dump these here.
These are fixes for people who use WadSmoosh, simply unzip the file, add the "brightmaps" folder from the original Brightmap+ PK3 to it, then zip it back up.
(I didn't include the brightmaps folder since it kinda sketchy of me to do so.)
As for NightFright, you might want to add this to the main PK3. When you do, I'll cross out this reply and label it deprecated.
No idea. If the sprites are not the same (i.e. if they have spaces where the Revenant100 fixes have none or vice versa), brightmaps won't match and you will see glitches.
I would say just try it and see if you notice anything weird. From what I read, this guy mostly focussed on offset changes which wouldn't affect the brightmaps. Personally, I don't really see the point in yet another sprite fixing project, tbh. These changes are rather cosmetic and if I am honest, I even rarely notice the effects of Revenant100's fixes during actual gameplay.
NightFright wrote:No idea. If the sprites are not the same (i.e. if they have spaces where the Revenant100 fixes have none or vice versa), brightmaps won't match and you will see glitches.
I would say just try it and see if you notice anything weird. From what I read, this guy mostly focussed on offset changes which wouldn't affect the brightmaps. Personally, I don't really see the point in yet another sprite fixing project, tbh. These changes are rather cosmetic and if I am honest, I even rarely notice the effects of Revenant100's fixes during actual gameplay.
Seems like the only changes done are offsets and mirroring. Some sprites are named differently and there seems to be extra padding added to allow that mirroring to happen.
And before anyone is asking: I wouldn't create adjusted brightmaps for that project (or any other, for that matter) unless someone (probably the author) provided a complete list of any sprites that deviate from Revenant100's fixes in any way other than offsets (i.e. padding, mirroring or anything else that would alter brightmapped areas).
Adjusting the brightmaps wouldn't even be a big deal, but comparing the new versions with both the original spritefixes and vanilla (in case sprites get changed that weren't included in Revenant100's project) would - to know what has been changed and how. That's an insane task with hundreds of sprites to review manually and I neither have the time nor motivation to do that, I'm afraid.
Colors have no place in brightmaps. It's about how bright or dark certain areas of an image are, end of story. My brightmaps are going to stay greyscale and that's final.
What I'm still considering is a version which has the glowing eyes on monsters removed. For those out there who consider it to be too game-changing. There's also still this demon texture with glowing eyes I need to get rid of. It's actually rather about removing stuff at this point than adding.
There's a few sprites with some lingering colored pixels that seem to have escaped the conversion to grayscale. (In both the spritefix v1.92 and vanilla v1.91 versions)