Brightmaps

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl

Zhadoom
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Re: Brightmaps

Postby Zhadoom » Wed Jul 13, 2016 15:48

Hello!

Do you use brightmaps for textures in your mods?

Is there a way to temporarily deactivate a brightmap via script?

zhd

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NeoHippo
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Location: British Columbia Canada

Re: Brightmaps

Postby NeoHippo » Wed Jul 13, 2016 18:36

Yes.

No.

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Graf Zahl
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Re: Brightmaps

Postby Graf Zahl » Wed Jul 13, 2016 19:56

About disabling: No, but if you only need this on selected linedefs you can define a second texture without brightmap and change that. The brightmap is an integral part of the texture.

Zhadoom
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Re: Brightmaps

Postby Zhadoom » Thu Jul 14, 2016 15:58

Thanks for the replies! :-)

Well, my problem is the following:
Imagine you have a sector with flickering light. On the walls of the sector you have a lite3 texture (or the like) with a brightmap that makes it nearly fullbright. Now, due to the brightmap the walls won't flicker like the rest of the sector.
That's why I am not sure if I want to use brightmaps for lite textures.

In contrast, brightmaps are fairly nice on computer terminals. However, there are many texture sets with computer textures, which don't contain brightmaps. Sounds like a lot of work to create these. ;-)

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Graf Zahl
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Re: Brightmaps

Postby Graf Zahl » Thu Jul 14, 2016 16:11

In general I wouldn't use brightmaps on light textures. If the light is on it should use a high light level, making the brightmap mostly redundant.

NullWire
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Re: Brightmaps

Postby NullWire » Mon Oct 17, 2016 5:28

No armors bonus, k


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