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Dissynchrony between brightmaps and texture


K_Doom

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The weirdest problem I've had so far hehe. Thanks to Rifleman's help, I found the only method to use Brightmaps effectively, before that, even when I organized everything right and created GLDEFS files, it didn't work (Thread from my old issue about brightmaps). I managed to apply this method and make several textures visible in the dark. But I have a problem with the CRACKLE4 texture, even though I create an identical Brightmaps texture and the same size, there is still a dissync, making this ugly look 👇

 

Screenshot_Doom_20211224_180359.png.3cf373cbcdaf061f725d62485ff134ad.png

 

 

It is noteworthy that this occurs after adding more textures than those present in Plutonia. When I only use Plutonia's textures they fit perfectly, which is very strange, it seems like a mistake beyond what I can fix, as it is the interpretation of textures in GZDoom.

On my old wad where I only use Plutonia textures, Brightmaps works perfectly (this was before I needed the Rifleman method). This is the picture of how it looks 👇

 

Screenshot_Doom_20211224_181727.png.242c7d48392b93a57d3c93be405ee6c5.png

 

As the texture distorts or repeats, the light maps should follow, but in this case it doesn't. So far, this is the only texture with this weird issue.

Edited by K_Doom
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Looks like you have your off-set or scaling wrong, or the actual images are different sizes.

Post the wad or pk3, I'll take a look.

 

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16 hours ago, Mr.Rocket said:

Looks like you have your off-set or scaling wrong, or the actual images are different sizes.

Post the wad or pk3, I'll take a look.

 

Before receiving your answer, I had already changed the CRACKE4 floor texture to a more suitable one, without the Brightmaps problem (RROCK2). But I left the texture with problem on a wall in the sector.

 

Screenshot_Doom_20211224_181155.png.2e245180b1a45a062e1a3c00657a12c8.png

 

Just cross it with 'noclip' and turn right, you will find the wall with CRACKLE4.

Here is the pk3 file plutsuckerOficial.rar

 

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With little surprise the brightmap doesn't fit the texture. Just look at what your CRACKLE4 texture looks like and what the brightmap looks like.

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2 minutes ago, boris said:

Com pouca surpresa, o mapa luminoso não se ajusta à textura. Basta olhar para a aparência da sua textura CRACKLE4 e como o mapa luminoso se parece.

I just noticed this better now, by the way the texture that CRACKLE4 uses is actually called RW44_4. What is strange is that CRACKLE4 only uses half of RW44_4 (or 64X128), I solved that but I had already posted the problem. I took the full texture and painted it black and white, 128X128 instead of 64X128. Anyway, it serves as a consultation for other people who have the same problem in the future.

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