I made brightmaps for OTEX Lava textures but when i turn down the light the brightmap is totally glitchy. And th glitchy texture is the same on both.
I use UZDoom 4.14.3
Glitching brightmaps
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ATDynaX
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Kappes Buur
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Re: Glitching brightmaps
Are the brightmap images done in b/w or color?
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ATDynaX
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Re: Glitching brightmaps
They are in black and white. If I turn down the brightness i can see a glitchy pattern across several different brightmaps. One is animated the other one isn't. I wshed i could just send a screenshot.
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Darkcrafter
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Re: Glitching brightmaps
Also send you brightmap definitions. Btw, I found modern GZDoom buggy in terms of brightmaps like they're not applied to flats when hires textures are there. Had the same issue with my legacy GL1x/GL2x brightmaps in LZDoom07, could try to dig it in the code of modern GZDoom/UZDoom but later, my brain barely burned with those 3D line portals hehe.
Oh wait, it does work with hires textures but as soon as I apply my custom parallax shader, it goes off. So maybe the reason here is a shader?
Oh wait, it does work with hires textures but as soon as I apply my custom parallax shader, it goes off. So maybe the reason here is a shader?
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Enjay
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Re: Glitching brightmaps
I could be wrong here, but I have a recollection that you can only apply one shader to a surface at any one time. I *think* *ZDoom uses its internal rendering shaders to process brightmaps. So, by using a brightmap and a parallax shader, you might be running into the one shader per surface thing. (That's if I'm remembering things correctly of course.)
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ATDynaX
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Re: Glitching brightmaps
I put the brightmaps between F_START and F_END and defined them in Animdefs. That'S the problem. I put them below Endmap and not within any Flat markers.
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Darkcrafter
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Re: Glitching brightmaps
And that's wrong way too perhaps. You need to define them in special lump.ATDynaX wrote: Mon Jul 13, 2026 11:52 pm I put the brightmaps between F_START and F_END and defined them in Animdefs. That'S the problem. I put them below Endmap and not within any Flat markers.
Call it "gldefs", you may give it a "bm" extension to look more pro like "gldefs.bm" Look how it's done in NightFright's brightmap collection:
/filter/doom.id.doom2/gldefs.bm:
Code: Select all
// Brightmaps for vanilla sprites
#include brightmaps/sprites/doom.bm
#include brightmaps/sprites/doom2.bm
// Brightmaps for textures
#include brightmaps/textures/doom_textures.bm
#include brightmaps/textures/doom2_textures.bm
// Brightmaps for flats
#include brightmaps/textures/doom_flats.bm
#include brightmaps/textures/doom2_flats.bm
Code: Select all
brightmap texture bfall1 { map "brightmaps/textures/doom2/bfall1.png" iwad }
... and so on
Code: Select all
brightmap texture bfall1 { map "brightmaps/textures/doom2/bfall1.png" /* iwad */ }Code: Select all
brightmap texture bfall1 { map "brightmaps/textures/doom2/bfall1.png" }But you can do it even simpler, just create a gldefs.bm lump and write there:
Code: Select all
brightmap texture bfall1 { map "brightmaps/textures/doom2/bfall1.png" }