I recently discovered that GZDoom features support for the behavior of the lost soul from the press release version of Doom, so I implemented the wiki's DECORATE code along with the necessary sprites for it into a WAD. Everything turned out fine. I then decided to create brightmaps for it, and I did. I put them into the WAD along with a GLDEFS with a list of all affected frames. This didn't work, and after fiddling around with the various brightmap options, I decided to use a pk3 instead. I made a brightmaps/doom directory and put the brightmaps in there, and then created a sprites directory for the actual frames. I put in the DECORATE and the GLDEFS, but I got the same result.
I'm not sure what I'm doing wrong. I made brightmap definitions exactly as the wiki says, but they will not show up.
Issues with brightmaps
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Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Issues with brightmaps
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- Posts: 153
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Re: Issues with brightmaps
I think I fixed it.
Copy-paste this over your GLDEFS stuff.
Code: Select all
brightmap sprite SKUAA10
{
map bmska1
disablefullbright
}
brightmap sprite SKUAA8A2
{
map bmska8a2
disablefullbright
}
brightmap sprite SKUAA7A3
{
map bmska7a3
disablefullbright
}
brightmap sprite SKUAB1
{
map bmskb1
disablefullbright
}
brightmap sprite SKUAB7B3
{
map bmskb7b3
disablefullbright
}
brightmap sprite SKUAB6B4
{
map bmskb6b4
disablefullbright
}
brightmap sprite SKUAC1
{
map bmskc1
disablefullbright
}
brightmap sprite SKUAC8C2
{
map bmskc8c2
disablefullbright
}
brightmap sprite SKUAC7C3
{
map bmskc7c3
disablefullbright
}
brightmap sprite SKUAC5
{
map bmskc5
disablefullbright
}
brightmap sprite SKUAD1
{
map bmskd1
disablefullbright
}
brightmap sprite SKUAD6D4
{
map bmskd6d4
disablefullbright
}
brightmap sprite SKUAD7D3
{
map bmskd7d3
disablefullbright
}
brightmap sprite SKUAD8D2
{
map bmskd8d2
disablefullbright
}
brightmap sprite SKUAD5
{
map bmskd5
disablefullbright
}
brightmap sprite SKUAE1
{
map bmske1
disablefullbright
}
brightmap sprite SKUAE6E4
{
map bmske6e4
disablefullbright
}
brightmap sprite SKUAE7E3
{
map bmske7e3
disablefullbright
}
brightmap sprite SKUAE8E2
{
map bmsks8s2
disablefullbright
}
brightmap sprite SKUAE5
{
map bmske5
disablefullbright
}
brightmap sprite SKUAF1
{
map bmskf1
disablefullbright
}
brightmap sprite SKUAF6F4
{
map bmskf6f4
disablefullbright
}
brightmap sprite SKUAF7F3
{
map bmskf7f3
disablefullbright
}
brightmap sprite SKUAF8F2
{
map bmskf8f2
disablefullbright
}
brightmap sprite SKUAG0
{
map bmskg0
disablefullbright
}
brightmap sprite SKUAH0
{
map bmskh0
disablefullbright
}
brightmap sprite SKUAI0
{
map bmski0
disablefullbright
}
brightmap sprite SKUAJ0
{
map bmskj0
disablefullbright
}
brightmap sprite SKUAK0
{
map bmskk0
disablefullbright
}
brightmap sprite SKUAL0
{
map bmskl0
disablefullbright
}
brightmap sprite SKUAM0
{
map bmskm0
disablefullbright
}
brightmap sprite SKUAN0
{
map bmskn0
disablefullbright
}
brightmap sprite SKUAO0
{
map bmsko0
disablefullbright
}
brightmap sprite SKUAP0
{
map bmskp0
disablefullbright
}
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Re: Issues with brightmaps
Thank you, it works just fine now. I'm not sure why changing [map "sprite.png"] to [map sprite] does the trick, since that's the scheming GZDoom's default brightmaps do, but it does.
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- Location: Western North Southlandia (East Side)
Re: Issues with brightmaps
Glad I could help.
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- Lead GZDoom+Raze Developer
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Re: Issues with brightmaps
DELUXE wrote:Thank you, it works just fine now. I'm not sure why changing [map "sprite.png"] to [map sprite] does the trick, since that's the scheming GZDoom's default brightmaps do, but it does.
You have to either specify a texture name or a full lump name. And a lump named ???.png does not exist in the root directory (and the texture manager wouldn't try to load textures from there anyway.)