Example wall and floor brightmaps

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Enjay
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Example wall and floor brightmaps

Post by Enjay »

Well, spurred on by my recent interest in brightmaps, I thought that I'd sit down and have a go at making some brightmaps for the default Doom2 textures and flats. This was just a quick pass through the graphics for me to occupy an evening. I identified the ones that I thought might suit a bit of brightmapping based on nothing more than personal choice. So, sometimes it was a judgement call. For example, I decided that nukage should be bright but that neither blood nor water should and that those tiny details on the PLAT1 texture might glow slightly (only very, very slightly as it turned out).

Like I said, it was just a quick "first pass" so there is definitely room for improvement. eg, some are perhaps a bit too subtle and would hardly be noticed. Perhaps some others could be a bit less bright. So, yeah, it needs a bit of work, but I don't plan on doing it. :P

A few things to be aware of:

It will work properly in Doom2, but not in Doom because id, in their wisdom, when they made Doom2 kept some switch names but changed their appearance. These switches will have bright areas in the wrong place in Doom but will be fine in Doom2. Also, there are some textures in Doom that probably should be bright but I haven't touched any Doom only textures, so these will not be bright with the pk3 loaded. If anyone wants to use these as a base for a Doom set (or anything else for that matter), go ahead. You can do what you like with it.

You might think that it messes up some "special" effects. eg, in a flickering sector, with the brightmaps loaded, any light textures or flats will remain bright even if the light levels change.


So, yeah, it's not perfect but I mainly did it out of interest and I thought that I may as well share it.

This zip contains a PK3 which contains the brightmaps and a simple test level that has all the appropriate textures and flats in it. To test them, load both the wad and the PK3 otherwise run GZdoom with just the PK3 to see the effect in the regular maps.

[edit]

Downloads changed

Doom
http://www.zen64060.zen.co.uk/examples/d1brightmaps.zip (215 kb)

Doom2
http://www.zen64060.zen.co.uk/examples/d2brightmaps.zip (246 kb)

[/edit]

Remember to enable brightmaps in the OpenGL shaders menu.

Screenshots:

[spoiler]Image

Image

Image[/spoiler]
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Rex Claussen
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Re: Example wall and floor brightmaps

Post by Rex Claussen »

I likes them!

(I'm not likely to use them, however, as it doesn't seem likely I'll have the time to work on a custom map for DooM2 any time soon.)
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Re: Example wall and floor brightmaps

Post by Logan MTM »

Hehe!
Did you really like of this feature, don't you Enjay? :mrgreen:
BrightMaps to all Doom/Doom2 sound a good idea. 8)
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Re: Example wall and floor brightmaps

Post by Gez »

Enjay wrote:It will work properly in Doom2, but not in Doom because id, in their wisdom, when they made Doom2 kept some switch names but changed their appearance.
I'd favor the Doom switches over the Doom 2 switches for these conflicts, because the Doom 2 ones are just the "default switch" texture -- you'll notice they're all identical and that none of them are used in the iwad.
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Re: Example wall and floor brightmaps

Post by Enjay »

Yeah, I thought about using the Doom switches rather than the Doom2 placeholders. I didn't realise, however, that none of them had been used in the IWAD. I'm sure that some PWADs will use them though. Given that Doom2 is used more often than Doom as a base, it made sense to me to do the Doom2 ones.

As I said, I don't really have much in the way of plans to revisit this, but I may do it. There can only be a handful or two of additional textures in Doom that would require brightmaps (sladdrip* and blodgr* spring to mind).

Interestingly, I notice that this tends to work better with newer WADs than it does with the older WADs and the IWAD. Why? Newer WADs tend to have much lower light levels so the effects can be seen more easily. With older WADs the sector levels tend to be brighter and therefore drown out the brightmaps. If I do look at it again, I may brighten an effect or two.

[edit] Yeah, I just checked. There are only around about 35 additional textures in Doom1 that could use a brightmap and most are pretty easy. I may as well do them too. [/edit]

[edit2]Hmmm... here's something that I never noticed before: NUKEPOIS is 128 units wide in Doom2 but 64 units wide in Doom. Fortunately, because of the way GZdoom scales brightmaps to the texture, and the appearance of this particular texture, it will probably look OK if I use a single brightmap with it. Oh, well, I'm not going to get a chance to work on this until this evening anyway. I've got things to do today.[/edit2]
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Re: Example wall and floor brightmaps

Post by Enjay »

OK, well there you have it. After looking at this, I decided that the best way would be to simply make a Doom and a Doom2 version. There are enough differences between the two texture sets to make this worthwhile IMO.

Once I had the brightmap graphics made, it was just a question of separating them into two directories (one for each game) and making sure I put the right brightmaps into the right folders (I think I did that OK but there could be mistakes). Then all I had to do was use a macro in Textpad to generate the doomdefs file. The hardest part was making a Doom testmap. :P

Whilst I was at it, I tweaked a few brightmaps and added a few extra ones too.

Funny what you discover after all this time. As I said before, I noticed that NUKEPOIS was only 64 units wide in Doom but 128 wide in Doom2. What's more, in Doom2, the green nukage stain along the bottom of the right side of the texture (the extra 64 units) is one unit too low. Also, I noticed that, in Doom, the textures STEP1, STEP2 and STEP3 are 8 units tall but 16 units in Doom2 (though only one of them looked like it should have a brightmap. I'd never even noticed that before. :shock:


Anyway, the first post has been updated with a Doom download and a Doom2 download. Each zip contains a PK3 specific to the IWAD and a test map for each game so that you can see what all the brightmaps are like.


As I said before, if anyone wants to use these as a base for something, or to include them in their mod or do pretty much whatever they want with them, they can. If you do use them, a name check would be nice but, other than that, do what you want with them.
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Re: Example wall and floor brightmaps

Post by Logan MTM »

I already did BrightMaps for monsters/itens/etc. Don't forget it! :wink:
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Re: Example wall and floor brightmaps

Post by Enjay »

I decided not to do any monsters myself because most of those are already covered in the brightmaps pk3 that comes with GZdoom. Though I've noticed that a few things from Heretic and Hexen (and strife?) could be added. However, I have no plans to do them.

I don't really suggest that my files get distributed with GZdoom though. The sprite brightmaps can be used without really changing the game. However, texture and flat brightmaps can look a little odd when the light levels of a sector change in game or are not appropriate to the brightness of the brightmapped texture (eg a level using lite5 on a wall in a dark room where the lights are all meant to be switched off).

This was just a little experiment on my behalf just so that I could find out how to make these things and to get a feel for how the different grey values relate to how things look in game (eg I can now look at a brightmap and "feel" how it will look in game, but knowing the sprite/texture colours also helps - eg blues tend to need a bigger boost than reds, greens and yellows).
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Re: Example wall and floor brightmaps

Post by Pluck101 »

this is sorta off topic but i noticed that Logan MTM has a creepy-ass avatar!
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Re: Example wall and floor brightmaps

Post by Enjay »

That's not "sorta" off totpic. It's totally off topic. :P

http://images.google.co.uk/images?hl=en ... 2&aq=f&oq=
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Re: Example wall and floor brightmaps

Post by Pluck101 »

AHH!! Enjay You really are mean person you know that? I clicked on that link not knowing what would come up and of course...I fell off my chair..Jerk :lol:
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Re: Example wall and floor brightmaps

Post by Rachael »

Either Enjay really really has been around... or his skill at finding the source of any image greatly dwarfs my own. :pout:
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Re: Example wall and floor brightmaps

Post by Pluck101 »

i was playing action doom 2 and in the credits it says that enjay playtested the game. Thats freakin cool
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Re: Example wall and floor brightmaps

Post by Enjay »

:biggrin: I just happened to know where the image came from, that's all.

Of course, that has nothing to do with Action Doom 2. My role in that was absolutely minimal. (Though it did mean that I got to see it before most people. :P )
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Re: Example wall and floor brightmaps

Post by Pluck101 »

Im quite envious of that :mrgreen: By the way this topic has gone totally awry and off track of its original purpose (sorry about that)
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