Bright Flash Frames and Lighting

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

Locked
User avatar
NeuralStunner
Posts: 253
Joined: Tue Dec 29, 2009 3:46
Location: IN SPACE
Contact:

Bright Flash Frames and Lighting

Post by NeuralStunner »

When fullbright Flash sprites are displayed, the rest of the weapon is lit up (to about halfway between room light and fully bright).

While it seems like an intentional behavior, I'm annoyed that there's no way to override it. Worse, all the brightmaps I made to handle weapon lighting are made basically pointless. :?
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: Bright Flash Frames and Lighting

Post by Graf Zahl »

This was done to tone down some of the bad effects of the original weapons. The chaingun's flash sprite in particular looks like utter crap if this isn't done.
User avatar
NeuralStunner
Posts: 253
Joined: Tue Dec 29, 2009 3:46
Location: IN SPACE
Contact:

Re: Bright Flash Frames and Lighting

Post by NeuralStunner »

I understand why. But here's a case where it's unwanted (I can't even see my brightmaps in effect) and non-optional. Is there a way to detect whether a sprite has a brightmap, and disable the lighting effect?
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs
Locked

Return to “GZDoom”