Brightmaps with "custom" wads
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- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Brightmaps with "custom" wads
I'm currently using these brightmaps (http://forum.drdteam.org/viewtopic.php?f=22&t=5306) when I play Doom using GZDoom.
When I play the original IWADs the brightmaps works on every button, switch and those FLATS that looks like light sources. But when I use them with custom wads they sometimes don't work.
The enemies' red eyes and projectiles works 100% but not the FLATS. I asked about this in the same thread but there was no direct answer. Can I get these brightmaps to work 100% with custom wads as well?
When I play the original IWADs the brightmaps works on every button, switch and those FLATS that looks like light sources. But when I use them with custom wads they sometimes don't work.
The enemies' red eyes and projectiles works 100% but not the FLATS. I asked about this in the same thread but there was no direct answer. Can I get these brightmaps to work 100% with custom wads as well?
Re: Brightmaps with "custom" wads
If the flats in the custom wad are new, or cause conflicts due to being the same name as something else, then yeah, you won't be seeing brightmaps.
You'd have to make your own if the modder didn't provide 'em.
You'd have to make your own if the modder didn't provide 'em.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brightmaps with "custom" wads
They sometimes won't work even on the stock FLATS/textures. Same case?
Re: Brightmaps with "custom" wads
I'm going to guess that the brightmaps use the IWAD keyword. This tells GZDoom that the texture (etc) is from the IWAD. If a wad has been loaded that alters the original textures, then the brightmap is not used.
I *think* this even applies if the TEXTURE1 lump has been altered but certain textures have not. That would mean any WAD that has an altered TEXTURE1 lump would disable the brightmaps for all the textures defined in the IWAD TEXTURE1 lump. You'd have to check that though because I'm not 100% certain about it.
I *think* this even applies if the TEXTURE1 lump has been altered but certain textures have not. That would mean any WAD that has an altered TEXTURE1 lump would disable the brightmaps for all the textures defined in the IWAD TEXTURE1 lump. You'd have to check that though because I'm not 100% certain about it.
Re: Brightmaps with "custom" wads
You could remove the 'iwad' keyword in the brightmap definitions, but then you might have some visual errors if you replace the graphic with a mod.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brightmaps with "custom" wads
@Enjay and @jpalomo, how am I supposed to do what you say?
Re: Brightmaps with "custom" wads
Open the WAD (or PK3 if it's one of them), find the GLDEFs lump, edit it to remove all the mentions of IWAD. Save. (Can be done easily in SLADE3.)
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brightmaps with "custom" wads
Opened the brightmaps file.
On every line there's this word "iwad".
Is that the mentioning I need to remove?
On every line there's this word "iwad".
Is that the mentioning I need to remove?
Re: Brightmaps with "custom" wads
I'm afraid its one IWAD keyword per brightmap definition so, yes, you'll have to clear them all out. You might want to do a find/replace changing IWAD to //IWAD to simply comment out every occurrence of the keyword.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brightmaps with "custom" wads
Okay Enhay, I give it a shot. Thanks for the help so far
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brightmaps with "custom" wads
Success! Adding // before each "iwad" makes the brightmaps work in custom wads.
I tried on one I knew didn't work earlier and now FLATS glow like christmas trees 
Thanks for the help Enjay! Yet again you saved my day.


Thanks for the help Enjay! Yet again you saved my day.
Re: Brightmaps with "custom" wads
No problem. Glad it worked. 
