HacX brightmaps

Remember, just because you request it, that doesn't mean you'll get it.

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Dynamo
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HacX brightmaps

Post by Dynamo »

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
Last edited by Dynamo on Sun Dec 05, 2021 3:36 pm, edited 1 time in total.
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Nash
 
 
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Re: HacX brightmaps

Post by Nash »

I'd like to pull request this into GZDoom's brightmaps.pk3, when I can find some time.
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Graf Zahl
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Re: HacX brightmaps

Post by Graf Zahl »

Yeah, should definitely be done - but we first need a means to safely define brightmaps for wall textures.
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Nash
 
 
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Re: HacX brightmaps

Post by Nash »

I'll move this to the Feature Suggestions forum so it won't be forgotten.
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Dynamo
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Re: HacX brightmaps

Post by Dynamo »

Graf Zahl wrote:but we first need a means to safely define brightmaps for wall textures.
Out of curiosity, what is wrong with the current implementation? Or is there some incompatibility with TEXTURE1/PNAMES?
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Graf Zahl
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Re: HacX brightmaps

Post by Graf Zahl »

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.

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