Arcvile is Brightmapped

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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phi108
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Arcvile is Brightmapped

Post by phi108 »

Here is the complete set of Archvile attack brightmaps. The resurrection frames don't really need brightmapping (what was I thinking...)

After more than a year, these took a couple hours to do. I love irfanview.
EDIT: And I hate imageshack.

EDIT: HERE: http://forum.zdoom.org/viewtopic.php?f= ... &start=105

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Last edited by phi108 on Tue Nov 03, 2009 19:03, edited 2 times in total.
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Enjay
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Re: Arcvile is Brightmapped

Post by Enjay »

phi108 wrote:Here is the complete set of Archvile attack brightmaps.
Where?

Oh, here! :P

http://forum.zdoom.org/viewtopic.php?f= ... &start=105
phi108
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Re: Arcvile is Brightmapped

Post by phi108 »

Whoops, Thanks enjay.
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Nash
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Re: Arcvile is Brightmapped

Post by Nash »

Awesome and very sexy. This should be incorporated into brightmaps.pk3 officially.
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Enjay
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Re: Arcvile is Brightmapped

Post by Enjay »

As of r602 I think they are
Revision 602 - Directory Listing
Modified Tue Nov 3 21:38:51 2009 UTC (23 hours, 18 minutes ago) by graf

- added brightmaps for Arch-vile
phi108
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Re: Arcvile is Brightmapped

Post by phi108 »

Neat, thanks graf!

How about the first frame brightmaps? I only brightmapped the hands for the first frame, since that was the only obviously yellow part of the sprite (for most rotations), but does it look inconsistent when it goes from that frame to the next more brightmapped frame?
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Graf Zahl
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Re: Arcvile is Brightmapped

Post by Graf Zahl »

The hands are fine. A bigger problem is that the brightened area in the following frame is too sharply defined. In really dark areas it stands out a bit and if you want to improve things the VILEH and VILEI frames are the best candidates.
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Big-Boss
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Re: Arcvile is Brightmapped

Post by Big-Boss »

That is quite impressive. The ArchVile has a mind-numbing number of frames so I can only imagine the amount of time required to do all that. Personally, I lack that level of patience.
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