Hello all! This past week I've been working on a brightmaps pack for HacX, as I don't think any has ever been created or at least finished in the past. I did most of the graphics for all enemies, weapons, items, props, textures and flats. I used version 1.2 as a base but hopefully this should work with any version with just minor modifications required.
Download
No credits needed - feel free to reuse, edit, redistribute, do anything you want with them. Let me know if there's any outstanding issues as I've only done minimal testing.
Some example shots on imgur:
https://imgur.com/a/I8pHUNf
HacX brightmaps
Moderator: GZDoom Developers
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HacX brightmaps
Last edited by Dynamo on Sun Dec 05, 2021 3:36 pm, edited 1 time in total.
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Re: HacX brightmaps
I'd like to pull request this into GZDoom's brightmaps.pk3, when I can find some time.
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- Lead GZDoom+Raze Developer
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Re: HacX brightmaps
Yeah, should definitely be done - but we first need a means to safely define brightmaps for wall textures.
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Re: HacX brightmaps
I'll move this to the Feature Suggestions forum so it won't be forgotten.
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Re: HacX brightmaps
Out of curiosity, what is wrong with the current implementation? Or is there some incompatibility with TEXTURE1/PNAMES?Graf Zahl wrote:but we first need a means to safely define brightmaps for wall textures.
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- Lead GZDoom+Raze Developer
- Posts: 48597
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: HacX brightmaps
The current logic cannot detect if a mod replaces TEXTURE1 but then keeps the content unchanged. So the only realistic chance to attach something to the stock textures would be adding a checksum, like Build's DEF allows for tile replacements.