Brightmaps

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Gez
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Re: Brightmaps

Post by Gez » Wed Sep 05, 2012 1:03

You can edit the brightmap pack and remove the "iwad = true" (IIRC) line from the brightmap definitions.

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Ghostbreed
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Re: Brightmaps

Post by Ghostbreed » Wed Sep 05, 2012 10:45

That didn't seem to work I'm afraid :(

Virtue
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Re: Brightmaps

Post by Virtue » Mon Apr 22, 2013 21:51


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Ghostbreed
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Re: Brightmaps

Post by Ghostbreed » Thu May 23, 2013 14:20

Virtue wrote:um, I did this years ago http://forum.drdteam.org/viewtopic.php?f=22&t=5068
Aye, but these are better. :laugh:

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Re: Hexen brightmaps (ready for submission!)

Post by fr1dd » Tue Oct 07, 2014 23:30

Salad Viking wrote:Though it's been a while since I actually finished these brightmaps, I now have organized them into a pk3 sorted into directories so you can look at each item and judge it individually. I also uploaded the files to the DRD Team filespace, which I didn't know existed until now. :oops:

Brightmaps submission: http://files.drdteam.org/index.php/file ... ission.zip
Brightmaps zip: http://files.drdteam.org/index.php/file ... htmaps.zip

Tell me if there's anything wrong.
Where to find these Hexen brightmaps now?



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Re: Brightmaps

Post by theleo_ua » Fri Sep 11, 2015 1:57

Will brightmaps work on planned 2.0.0.6 release? I heard that they work on current unstable builds
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Blue Shadow
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Re: Brightmaps

Post by Blue Shadow » Fri Sep 11, 2015 13:13

They work fine on both, official release and development builds.

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Rachael
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Re: Brightmaps

Post by Rachael » Sat Sep 12, 2015 8:08

theleo_ua wrote:current unstable builds
That's quite a misnomer.

ZDoom and GZDoom dev builds tend to be very stable unless significant code tree restructuring takes place. Part of that owes to their open and public availability and the fact that bug reports tend to be submitted fairly quickly.
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Re: Brightmaps

Post by NeuralStunner » Sat Sep 26, 2015 18:16

You have to admit, the boilerplate "use at your own risk" warning doesn't help a lot, either. (There almost has to be a way to rephrase it in a less alarming way, without changing the legal meaning.)
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
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Rachael
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Re: Brightmaps

Post by Rachael » Sun Sep 27, 2015 1:12

It seemed appropriate because despite the known stability of most of the postings, it is not considered stable, and often experimental. That doesn't mean, however, that they're always less stable than the stable releases.

If you have any idea how it can be rephrased, I am open to suggestions.
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Re: Brightmaps

Post by NullWire » Fri Jan 15, 2016 21:23

Can you make the files in only one?

If you take the two the brightmaps, glitches and adds the brightmap effect to some levers like the one in e1m8

bfg666

Re: Brightmaps

Post by bfg666 » Fri Apr 08, 2016 23:26

Pardon my noobism but what to do with those 3 files? Do I have to load all of them in ZDL? And if so, in what order?

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Re: Brightmaps

Post by fr1dd » Sat Apr 09, 2016 9:06

bfg666 wrote:
Pardon my noobism but what to do with those 3 files? Do I have to load all of them in ZDL? And if so, in what order?
If you just want to play Hexen with the brightmaps you only need http://www.mediafire.com/download/72qqv ... htmaps.zip. Then unzip the archive and load brightmaps.pk3 in ZDL.

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