Questions about Brightmaps syntax

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Enjay
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Questions about Brightmaps syntax

Post by Enjay »

Code: Select all

brightmap sprite <IMAGE>
{
   map <BRIGHTMAP>
   [iwad]
   [disablefullbright]
}
That's the basic format from the Wiki.

I believe that Textures can be given brightmaps. Can flats?

In every example that I have seen, the word "sprite" is used. Is there a Texture or Flat, or even Patch equivalent or do I just use sprite for them all?

Can bightmaps be applied to patches - eg if I give the switch patch from a multipatch switch texture a brightmap, will the switch be bright or will I have to make a brightmap for the whole texture?

And I know that this one has been answered before, but I can't find a definitive answer: can brightmaps be used on model skins?


Thanks.
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Gez
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Re: Questions about Brightmaps syntax

Post by Gez »

Yes, Texture for textures, Flat for flats, Sprite for sprites. There's no Patch for patches, though, even though it could be useful (I'm thinking of all the light and switch textures) I suppose the issue of compositing would make it a bit more complicated.
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Re: Questions about Brightmaps syntax

Post by Enjay »

OK, here's another one that I came up with last night, but can't check ATM...

If a texture is scaled, then I know that the brightmap can work if the brightmap is the scaled size of the texture.

For example, imagine a texture which is originally 128 wide and 256 tall but which is scaled to appear 64x128 in game. I know that a brightmap can work for it if the brightmap is also 64x128.

However, that obviously means that the brightmap is not as high definition as the texture that it overlays and it can, therefore, look a bit crude. Is there any way to also scale a brightmap image so that I can make one of the same definition as the scaled texture? I'm guessing that the TEXTURES lump may be able to do this.
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Re: Questions about Brightmaps syntax

Post by Graf Zahl »

The brightmap is automatically scaled to the texture, regardless of what size it is. Even a 175x134 image could be used as brightmap on a 64x64 flat.
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Re: Questions about Brightmaps syntax

Post by Enjay »

Aha! Thank you, that's very useful information and answers something else that I was wondering too (ie what would happen if I used a brightmap of the "wrong" size.
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Re: Questions about Brightmaps syntax

Post by Logan MTM »

I guess you have a good example how BrightMaps work in your hands. :wink:
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Re: Questions about Brightmaps syntax

Post by Enjay »

Precisely. ;) I hadn't really done much at all with brightmaps until I saw a *certain mod* then I thought - "I need to look at them more closely". :mrgreen:

(BTW, I will get back to you as soon as I can. Real life™ is getting in the way ATM :( .)
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Re: Questions about Brightmaps syntax

Post by Gez »

Well, there is also a horrible example which I know you saw. ;)
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Re: Questions about Brightmaps syntax

Post by Enjay »

Heh, yeah, but I've now seen them in action in a mod which had them specifically built in from the start and, frankly, they look stunning. :yup:
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Re: Questions about Brightmaps syntax

Post by Logan MTM »

Lets popularize the BritghMap stuff! :cheers:
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