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Arcvile is Brightmapped
Posted: Tue Nov 03, 2009 18:50
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

Re: Arcvile is Brightmapped
Posted: Tue Nov 03, 2009 18:59
by Enjay
phi108 wrote:Here is the complete set of Archvile attack brightmaps.
Where?
Oh, here!
http://forum.zdoom.org/viewtopic.php?f= ... &start=105
Re: Arcvile is Brightmapped
Posted: Tue Nov 03, 2009 19:02
by phi108
Whoops, Thanks enjay.
Re: Arcvile is Brightmapped
Posted: Wed Nov 04, 2009 21:41
by Nash
Awesome and very sexy. This should be incorporated into brightmaps.pk3 officially.
Re: Arcvile is Brightmapped
Posted: Wed Nov 04, 2009 21:58
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
Re: Arcvile is Brightmapped
Posted: Thu Nov 05, 2009 20:50
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?
Re: Arcvile is Brightmapped
Posted: Thu Nov 05, 2009 21:15
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.
Re: Arcvile is Brightmapped
Posted: Sat Nov 07, 2009 9:48
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.