mankubus Posted February 18, 2022 (edited) I remember back then how I enabled brightmaps and it was specially cool in dark places like on map02 on Doom 2 where the walls would have bright pixels for the lights. I've enabled brightmaps on the start menu and it doesn't work. What's missing? brightmaps.pk3 is present. edit: maybe I was using an non default .pk3 for brightmaps? Edited February 18, 2022 by mankubus 0 Quote Share this post Link to post
Dark Pulse Posted February 18, 2022 (edited) Brightmaps apply to sprites (enemies/pickups) only. They do absolutely nothing for walls or flats. Edited February 18, 2022 by Dark Pulse 0 Quote Share this post Link to post
Graf Zahl Posted February 18, 2022 4 hours ago, mankubus said: edit: maybe I was using an non default .pk3 for brightmaps? Pretty much that. The defaults only apply to sprites, but there's nothing preventing external definitions from being used for walls and flats. 0 Quote Share this post Link to post
ChopBlock223 Posted February 18, 2022 10 hours ago, Graf Zahl said: but there's nothing preventing external definitions from being used for walls and flats. And it looks really good when you do! Computer monitors and tekwal diodes staying lit in the dark. Is there a tutorial somewhere for implementing brightmaps, btw? 0 Quote Share this post Link to post
Gez Posted February 18, 2022 1 hour ago, ChopBlock223 said: Is there a tutorial somewhere for implementing brightmaps, btw? I don't know, but the principle is very simple: make an image the same size as the sprite (this is not technically required, but it'll make it easier to do) and then paint it with the "minimal color" you want for each pixel. White means it'll always be fully bright, black means it'll only be lit by normal in-game light. But you can also work in colors. If you make something pure green, that'll mean its green component will be fully bright but not the red and blue ones. So in the darkness it'll look green-tinted while in bright light it'll have its normal color. 1 Quote Share this post Link to post
ChopBlock223 Posted February 18, 2022 I've made brightmaps before, but it seems they didn't always cooperate, possibly because I had some other brightmaps in the autoloads which would load over some which were replaced textures (for a Vanilla texture set), but they didn't seem to change when I changed the load order or made a patch with new brightmaps. 0 Quote Share this post Link to post
mankubus Posted February 19, 2022 (edited) 9 hours ago, ChopBlock223 said: And it looks really good when you do! Computer monitors and tekwal diodes staying lit in the dark. Is there a tutorial somewhere for implementing brightmaps, btw? Yeah, im using this for that effect: https://forum.zdoom.org/viewtopic.php?f=46&t=64299 Not sure if there is something better Edited February 19, 2022 by mankubus 0 Quote Share this post Link to post
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