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Brightmaps

Posted: Sun Nov 07, 2010 16:39
by DrVenom8
Hi all! I'd like to offer my version of brightmaps for Doom and Doom 2 (Heretic and Hexen comming soon). I hope they are good enough to replace existing once.
Doom_Brightmaps_01.png
Doom_Brightmaps_01.png (112.05 KiB) Viewed 14642 times
BrightmapsDoom1.pk3
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BrightmapsDoom2.pk3
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Re: Brightmaps

Posted: Sun Nov 07, 2010 21:36
by DrVenom8
Doom_Brightmaps_05.png
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Doom_Brightmaps_06.png
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Doom_Brightmaps_13.png
Doom_Brightmaps_13.png (71 KiB) Viewed 14637 times

Re: Brightmaps

Posted: Sun Nov 07, 2010 21:38
by DrVenom8
Doom_Brightmaps_08.png
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Doom_Brightmaps_15.png
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Doom_Brightmaps_20.png
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Re: Brightmaps

Posted: Mon Nov 08, 2010 13:46
by Rex Claussen
Very nice.

However, I wonder if the sergeant eyes wouldn't benefit from being a darker shade of red. Currently they appear a tad too bright. Also, in the last pic the Cacodemon eyes have a (correct) green hue, which changes to a bright yellow when they attack (pic 3, in your second set above). Perhaps the yellow needs to be less bright?

Re: Brightmaps

Posted: Mon Nov 08, 2010 14:04
by Graf Zahl
This is a nice add-on but I don't think it's suitable for addition to the 'official' set. I maybe take some monster brightmaps but for textures this is something that's better set up per mod instead of globally. The amount of levels where it'll look bad is not insignificant.

Re: Brightmaps

Posted: Mon Nov 08, 2010 16:23
by Gez
I really like the look of the computer maze with them. The cacos are also delightfully spooky. But the sergeant and pinky screenshots are less convincing; maybe with a darker grey so the effect is more subtle...

Re: Brightmaps

Posted: Tue Nov 09, 2010 13:01
by Above
Graf Zahl wrote:for textures this is something that's better set up per mod instead of globally. The amount of levels where it'll look bad is not insignificant.
what do u mean?

Re: Brightmaps

Posted: Tue Nov 09, 2010 22:37
by Rachael
What he means is, there's a lot of maps that will make these look bad. It's not the fault of the brightmaps, but rather the way the maps use the textures. Right off the top of my head, I know of a room on MAP27 directly in Doom 2 itself that will look bad with these - because Enjay's brightmaps didn't fare well with it either.

Re: Brightmaps

Posted: Wed Nov 10, 2010 11:31
by Enjay
Map27 eh? Never liked that one anyway. :lol:

As a matter of interest, which room? (I'm going to guess the big one with that arrow shape made in the wall where you enter.)

Re: Brightmaps

Posted: Wed Nov 10, 2010 13:08
by Above
Anyway i thought its not a big problem, i mean, the way the rest of levels look worths it)

Re: Brightmaps

Posted: Wed Nov 10, 2010 13:21
by Graf Zahl
Feel free to use it. Brightmaps for textures won't make it into the official set though. The usage characteristics of textures are just too diverse to expect it to work in general.

Re: Brightmaps

Posted: Wed Nov 10, 2010 15:20
by Rachael
Enjay wrote:Map27 eh? Never liked that one anyway. :lol:

As a matter of interest, which room? (I'm going to guess the big one with that arrow shape made in the wall where you enter.)
Actually, the one right next to it. The one where you push the switch and the floor goes down, you go through a door, and up the stairs. The light on the wall texture is kinda cut-off. Easy to ignore without the brightmaps, but with them on it looks like a huge texturing error.

Re: Brightmaps

Posted: Wed Nov 10, 2010 16:57
by Enjay
Eruanna wrote:Actually, the one right next to it. The one where you push the switch and the floor goes down, you go through a door, and up the stairs. The light on the wall texture is kinda cut-off. Easy to ignore without the brightmaps, but with them on it looks like a huge texturing error.
Ah right, I see it. Yeah, bad texture placement (in the original WADs? surely not :lol: ) exaggerated by brightmaps right enough. :)

Re: Brightmaps

Posted: Thu Nov 11, 2010 9:17
by Above
the worst is the last map of doom 2 :)

Re: Brightmaps

Posted: Thu Nov 11, 2010 21:24
by NeuralStunner
Another note I've seen brought up: In amny places, light textures are used in a dark room where the lights change. Using brightmaps on those textures would break the illusion of lights going on/off.