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

Post by Zhadoom »

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

Post by NeoHippo »

Yes.

No.
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Graf Zahl
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Re: Brightmaps

Post by Graf Zahl »

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

Post by Zhadoom »

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

Post by Graf Zahl »

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

Post by NullWire »

No armors bonus, k
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