Sprites and Brightness Maps

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Tormentor667
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Sprites and Brightness Maps

Post by Tormentor667 »

After reading a few ideas about how to achieve partially full brightness sprites over at Doomworld I got a small idea on how to do this and it goes as follows: What about having the possibility of giving each sprite of a new actor a certain "brightness map" as well? I have thought about something like this. Let's say we have a standard Knight sprite from Heretic that looks like this:
Image
Now we can create a brightness map for this sprite only that looks like this:
Image
And ZDoom puts both of them together, the standard sprite as base and the brightness map as overlay. The DECORATE itself also defines, if this is additive or not, menas if the sprite is dark at full brightness in a sector or if it is full bright and the bright parts only lit up in a dark area.
Together, this would then look like this: (in a 0 brightness room)
Image
So any chance of getting this done or making this possible?
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Graf Zahl
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Post by Graf Zahl »

I think it should be doable when you use multitexturing. If someone can make me a decent set of sprites to test (with proper offsets) and I find the time (in other words: it will take a little) it might be possible.
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Tormentor667
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Post by Tormentor667 »

I could do it the way above but I don't know about the offsets... you mean I should add two enemies to a resource, one is the original monster, the oder is the overlay? What format is needed? Does the overlay brightness map need cyan transparency? (or transparency at all?)
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Post by Enjay »

Is this any use? Its a bunch of doom imp sprites. The imp character is all black except for the eyes which are in their original colours. I *think* the sprite offsets are the same as the imp offsets in Doom2.wad. Graphics are normal Doom graphics in a WAD. They use the name TROA rather than TROO.
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Post by Nash »

If this feature is implemented, I think the brightness maps should be a greyscale image, where white is the most solid, and black is the most transparent.
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Post by Tormentor667 »

Nash wrote:If this feature is implemented, I think the brightness maps should be a greyscale image, where white is the most solid, and black is the most transparent.
This would be Alpha transparency wouldnt it? We are talking about brightness, not alpha
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