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Re: Brightmaps

Posted: Wed Jul 13, 2016 15:48
by Zhadoom
Hello!

Do you use brightmaps for textures in your mods?

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

zhd

Re: Brightmaps

Posted: Wed Jul 13, 2016 18:36
by NeoHippo
Yes.

No.

Re: Brightmaps

Posted: Wed Jul 13, 2016 19:56
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.

Re: Brightmaps

Posted: Thu Jul 14, 2016 15:58
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. ;-)

Re: Brightmaps

Posted: Thu Jul 14, 2016 16:11
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.

Re: Brightmaps

Posted: Mon Oct 17, 2016 5:28
by NullWire
No armors bonus, k