http://i.cubeupload.com/KzWkMK.png
As you can see I've replaced the skull lock marker graphics with differently colored variants, however this automatically disables the (otherwise fully working) BRIGHTMAPS. The only way I can get the brightmaps to show up is to either remove the custom graphic completely, or make an edited version of Doom2.wad and remove the original texture completely. If I do the latter thing, it actually works:
http://i.cubeupload.com/G4p42I.png
Now the problem is, this is a bug that seems to be specific only to wall textures, and it seems to have no issues with flat graphics or sprites. Here is an example from Evilution Map24:
http://i.cubeupload.com/hpWvpn.png Again, this is with replaced textures (though they are identical to the originals) and you can see how the lava as well as hellish floor do light up with the brightmaps, yet ROCKRED does not. But, if I go ahead and remove ROCKRED from the IWAD, then it, again, works as it should:
http://i.cubeupload.com/3PLnrc.png
Here are two more extreme examples, from Realm of Chaos map29:
http://i.cubeupload.com/Pka3W7.png With standard Doom2.wad and a graphic replacer
http://i.cubeupload.com/Ur9sqR.png With textureless Doom2.wad and a graphic replacer
So... it is clear there must be some error in the way brightmaps walls, but not other forms, are read by the game. I'd really like to see it fixed as I think brightmaps is a really awesome feature which I hope to make use of more often in the future. Additionally, quite a few mappacks rely on having identical replacmenet textures due to them replacing the original Doom palette (BTSX does this with enemies, for example, even though they look identical), so quite a few mappacks would be affected by this bug.
Thanks, and I hope my explanation was clear enough. Cheers!
