Page 1 of 5
					
				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
BrightmapsDoom1.pk3
BrightmapsDoom2.pk3
 
			
					
				Re: Brightmaps
				Posted: Sun Nov 07, 2010 21:36
				by DrVenom8
				Doom_Brightmaps_05.png
Doom_Brightmaps_06.png
Doom_Brightmaps_13.png
 
			
					
				Re: Brightmaps
				Posted: Sun Nov 07, 2010 21:38
				by DrVenom8
				Doom_Brightmaps_08.png
Doom_Brightmaps_15.png
Doom_Brightmaps_20.png
 
			
					
				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. 
 
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. 
 
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 

 ) 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.