Hexen brightmaps

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

User avatar
Salad Viking
Posts: 40
Joined: Mon Aug 23, 2010 21:50
Location: A hot air balloon traveling over Chile

Hexen brightmaps

Post by Salad Viking »

A few weeks ago, I started playing Hexen, and I thought, "You know what this game could use? Some brightmaps!" So I made some brightmaps. At the bottom, you'll find some links to updated versions of brightmaps.pk3 and lights.pk3 that you can download and overwrite your original files with. I'm hoping that Graf Zahl will update the official brightmaps and lights pk3s to these more complete versions.

These probably aren't completely flawless, so when you're playing or looking through the files, check for these errors:
  • Sprites that don't have brightmaps defined but have brightmaps in the file.
  • Sprites that don't have brightmaps but need "disablefullbright".
  • Sprites that aren't fullbright but should be.
  • Brightmaps that could be improved.
  • Identical brightmaps that could be changed to use the same brightmap on multiple sprites.
Some of the brightmaps that I think could use some improvement:
  • The bishop sprites.
  • The slaughtar attack sprites might be improvable.
  • The fire bull statue might be improvable.
Updated 11/28/10: brightmaps.pk3
lights.pk3

Please, post criticisms, suggestions, and feedback if you there's anything on your mind!

Return to “GZDoom”