Brightmaps Plus (spritefix compatible)

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Brightmaps Plus (spritefix compatible)

Postby NightFright » Mon Apr 15, 2019 4:54 am

It was suggested that I create a separate thread for this, so here it is.

Since GZDoom's brightmaps.pk3 is not fully compatible with Revenant100's Sprite Fixing Project, new brightmaps were needed. This package does not only deliver that but also adds many more brightmaps than the original file delivers, e.g. glowing eyes for Doom monsters, weapon pickups or (optional) texture brightmaps. This package builds upon the work of previous brightmaps releases, but many entries have been edited, changed or added for more subtle effects which do not interfere too much with actual gameplay (e.g. monster eyes usually don't glow THAT brightly in the dark any more to avoid revealing monster presence too early). Glowing eyes effect for Soulsphere/Megasphere and slightly sparkling health bonus are all new-additions created by myself.

Example screenshots (MAP30):


Info:
- Doom, Heretic, Hexen and Strife supported
- Spritefixes supported (enabled by default, can be disabled)
- More (and better) brightmaps than default brightmaps.pk3 with additional features (e.g. monster eyes glow in the dark, texture brightmaps)
- Completely replaces brightmaps.pk3 that comes with GZDoom. You don't need to load both files at the same time
- It is assumed you use the spritefixes for Doom and Heretic made by Revenant100 (d1spfx19.wad, d2spfx19.wad, hrspfx10.wad)
- By editing the definitions inside of the PK3 file, you can switch to vanilla sprite support and deactivate brightmaps for textures (which are used by default). To switch from spritefix brightmaps to normal version: Go to filter\doom.id.doom1 and filter\doom.id.doom2, open gldefs.bm, disable the line(s) intended for spritefixes (by adding "//" to its beginning), enable those for vanilla sprites (by removing "//" before the line(s)), then save
To disable texture brightmaps: Go to filter\doom.id.doom1 and filter\doom.id.doom2, open gldefs.bm and disable the line intended for textures (by adding "//" to its beginning), then save
- As long as you use the spritefix definitions, avoid loading these brightmaps with Doom/Heretic addons that come with customized sprites. Textures won't matter

Last update: Version 1.64 (June 8, 2019)
Download from GitHub


Credits:
Based on original graphics by
- id Software (Doom/Doom II)
- Raven Software (Heretic/Hexen)
- Rogue Entertainment (Strife)
- TeamTNT (Final Doom)

Brightmaps provided by
- Acidhoes (Hexen sprites)
- DrVenom8 (Doom/Heretic sprites and Heretic/Hexen textures)
- NightFright (Doom spritefix sprites & various edits)
- TheUnbeholden (Doom/Final Doom textures)
- Virtue (Doom/Hexen/Strife sprites)
Last edited by NightFright on Mon Sep 02, 2019 7:11 am, edited 7 times in total.
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Version 1.61 released

Postby NightFright » Wed Apr 17, 2019 9:06 am

A bit of love for Heretic. Iron Lich was at least partially improperly defined (brightmaps are called LICH in GZDoom instead of HEAD, probably to avoid conflicts with Doom's Cacodemon) - it should work as intended now. A few pickups were tweaked as well.

CHANGELOG v1.61
[HERETIC] Improved: Quiver of Ethereal Arrows (AMC2 B/C), Crystal Vial (PTN1), Quartz Flask (PTN2)
[HERETIC] Fixed: Iron Lich (HEAD/LICH)
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Re: Brightmaps Plus (spritefix compatible)

Postby Caligari87 » Wed Apr 17, 2019 10:54 am

Just curious, how does this compare and contrast with sbrightmaps.pk3? That's what I've been using for a while and I really like it, but I'm not sure if this builds on it or not.

8-)
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Re: Brightmaps Plus (spritefix compatible)

Postby NightFright » Wed Apr 17, 2019 1:00 pm

Among other sources, this project is based on sbrightmaps - sort of, since Z86 most likely got his brightmaps basically from the same sources I did (not sure how much he made by himself). I have applied a lot of changes and adjustments, but you shouldn't lose any significant functionality/effects when using this instead.

After I converted all brightmaps to greyscale, some brightmaps have their brightnesses reduced, but that's also due to feedback from people who complained that gameplay changes too much if you see glowing monster eyes in the dark. It's still like that, but in some cases (zombie, sergeant, imp) you may need to pay a bit more attention to spot them.

Main advantage is that it unites all brightmaps, for Doom 1+2, TNT, Plutonia, Heretic, Hexen and Strife in one single file. And it works with spritefixes, but also without if needed.
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Re: Brightmaps Plus (spritefix compatible)

Postby Caligari87 » Wed Apr 17, 2019 1:57 pm

Alright, awesome! Looks like I'll probably be adding this to my autoload then.

8-)
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Re: Brightmaps Plus (spritefix compatible)

Postby Nash » Thu Apr 18, 2019 2:46 pm

I wonder, is there a way to programmatically enable and disable between vanilla brightmaps and spritefixes brightmaps? Not really comfortable with having to edit the files frequently depending on what I'm playing...
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Re: Brightmaps Plus (spritefix compatible)

Postby NightFright » Thu Apr 18, 2019 3:05 pm

I would also like to have that option. And while we are at it, make texture brightmaps switchable, too. Hell, I could even make glowing monster eyes optional. I haven't seen this anywhere so far though, therefore I am sceptical. Coding team input may be needed for this one.

If GLDEFS is only loaded on startup and cannot be updated dynamically ingame, I guess we are out of luck, though. In the worst case you may need to create a seperate zipfile without spritefixes enabled, but I'd also prefer a single-file solution.
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Version 1.62 released

Postby NightFright » Wed May 01, 2019 3:58 am

Maintenance release in order to adapt to lump filtering changes with GZDoom 4.1.0. Please do NOT use this version with GZDoom 4.0.0 or earlier. For convenience, I will keep a link to v1.61 in the OP for the time being, but I assume that eventually everybody will update to latest GZDoom version.

CHANGELOG v1.62
[DOOM] Adjusted lump filtering for DOOM 1+2 according to latest GZDoom 4.1.0 syntax
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Re: Brightmaps Plus (spritefix compatible)

Postby Hipnotic Rogue » Wed May 01, 2019 6:01 am

Thank you very much. Loving your work. :)
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Re: Brightmaps Plus (spritefix compatible)

Postby mgtroyas » Mon May 06, 2019 7:10 am

Yes, fantastic work, it's working great with all the wad's I've played.
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Re: Brightmaps Plus (spritefix compatible)

Postby Grizzly » Fri May 24, 2019 5:48 pm

This is super neat. Thank you!
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Re: Brightmaps Plus (spritefix compatible)

Postby Grizzly » Fri May 31, 2019 3:23 pm

Must say, having this on whilst playing Sigil does clash with the intended look somewhat. Sigil's maps are intentionally dark, and having glowing eyes and some brightmapped textures really stand out on maps like E5M2.
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Re: Brightmaps Plus (spritefix compatible)

Postby NightFright » Sat Jun 01, 2019 3:50 am

That's the catch. It was actually a lot worse before my edits since all brightmaps were pretty much fullbright. I'd like to add ingame switches for textures and glowing eyes, but I think GZDoom isn't capable of dynamically switching brightmap definitions. Maybe one day.

I'll consider doing a "lite" version without any texture brightmaps and glowing eyes removed (even official brightmaps.pk3 has some, at least for the zombie, sergeant and chaingunner) for the absolute purists or special cases like Sigil.
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Re: Brightmaps Plus (spritefix compatible)

Postby m8f » Sat Jun 01, 2019 4:49 am

Grizzly wrote:glowing eyes and some brightmapped textures really stand out on maps like E5M2.
This is what I load brightmaps for :)

Spoiler: And Sigil isn't intended to be too dark:
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Re: Brightmaps Plus (spritefix compatible)

Postby NightFright » Sat Jun 01, 2019 5:49 am

The problem is that with software rendering you can't have brightmaps. You will have a different experience with the hardware renderer anyway, regardless whether you use brightmaps and dynamic lights or not.

But it's true, dark maps are making brightmaps truly shine.
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