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Re: Brightmaps

Posted: Wed Sep 05, 2012 1:03
by Gez
You can edit the brightmap pack and remove the "iwad = true" (IIRC) line from the brightmap definitions.

Re: Brightmaps

Posted: Wed Sep 05, 2012 10:45
by Ghostbreed
That didn't seem to work I'm afraid :(

Re: Brightmaps

Posted: Mon Apr 22, 2013 21:51
by Virtue

Re: Brightmaps

Posted: Thu May 23, 2013 14:20
by Ghostbreed
Virtue wrote:um, I did this years ago http://forum.drdteam.org/viewtopic.php?f=22&t=5068
Aye, but these are better. :laugh:

Re: Hexen brightmaps (ready for submission!)

Posted: Tue Oct 07, 2014 23:30
by fr1dd
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?

Re: Brightmaps

Posted: Tue Oct 21, 2014 21:26
by VVL

Re: Brightmaps

Posted: Wed Oct 22, 2014 20:43
by fr1dd

Re: Brightmaps

Posted: Fri Sep 11, 2015 1:57
by theleo_ua
Will brightmaps work on planned 2.0.0.6 release? I heard that they work on current unstable builds

Re: Brightmaps

Posted: Fri Sep 11, 2015 13:13
by Blue Shadow
They work fine on both, official release and development builds.

Re: Brightmaps

Posted: Sat Sep 12, 2015 8:08
by Rachael
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.

Re: Brightmaps

Posted: Sat Sep 26, 2015 18:16
by NeuralStunner
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.)

Re: Brightmaps

Posted: Sun Sep 27, 2015 1:12
by Rachael
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.

Re: Brightmaps

Posted: Fri Jan 15, 2016 21:23
by NullWire
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

Re: Brightmaps

Posted: Fri Apr 08, 2016 23:26
by bfg666
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?

Re: Brightmaps

Posted: Sat Apr 09, 2016 9:06
by fr1dd
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.