
And finally, using this build: gzdoom-x64-g2.3pre-222-g6a6263a the game doesn't load my brightmaps by using ¨Path=¨ Only copy and paste them into the .exe
Moderator: Graf Zahl
Can you be more precise? What did work previously that doesn't anymore.NullWire wrote:And finally, using this build: gzdoom-x64-g2.3pre-222-g6a6263a the game doesn't load my brightmaps by using ¨Path=¨ Only copy and paste them into the .exe
When I recently install the build I usually load my main files like the Dynamic lights, brightmaps, and the NERVE.wad, by using the .ini on the gzdoom build folder.Graf Zahl wrote:Can you be more precise? What did work previously that doesn't anymore.NullWire wrote:And finally, using this build: gzdoom-x64-g2.3pre-222-g6a6263a the game doesn't load my brightmaps by using ¨Path=¨ Only copy and paste them into the .exe
Try creating a folder only for brightmaps and lights pk3s and then in the Ini [Global Autoload] try:NullWire wrote:When I recently install the build I usually load my main files like the Dynamic lights, brightmaps, and the NERVE.wad, by using the .ini on the gzdoom build folder.Graf Zahl wrote:Can you be more precise? What did work previously that doesn't anymore.NullWire wrote:And finally, using this build: gzdoom-x64-g2.3pre-222-g6a6263a the game doesn't load my brightmaps by using ¨Path=¨ Only copy and paste them into the .exe
In that section who says:
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
Path=lights.pk3
Path=NERVE.wad
Path=DBrightmaps.pk3
Path=PBrightmaps2.pk3
Path=TNTBrightmaps3.pk3
Code: Select all
Path=$PROGDIR/-YourFolderNameHere-/*.pk3
hum, that can fix the GL issue?Graf Zahl wrote:What might be doable is to apply bloom first before drawing the weapon. The rest of the HUD is already in a separate pass.