Why should I want to do such a thing? To allow the flats to work for different end user setups. eg, one user may have glowing flats switched on but not brightmaps. Such a person would get the fullbright flat. However, another person might have both glowing flats and brightmaps. For them, I would rather disable the fullbright effect and have the brightmap applied instead.
Here is my test code:
Code: Select all
Glow
{
Texture LAVA1, FF5900, 64, fullbright
}
Code: Select all
brightmap sprite LAVA1
{
map "bm/LAVA1.png"
disablefullbright
}
I have tried loading them in different orders to see if that makes a difference - it didn't.
Individually they work. The glow looks nice on its own and the brightmap works nicely too. however, to get the two working together, I have to remove the "fullbright" instruction from the gldefs file and I'd rather not do that if I don't have to.