OK to include brightmaps for graphics that don't exist?
Posted: Sun Nov 22, 2009 17:02
I've been looking at putting together a bugfix version of my Burghead mod to fix a couple of issues that have been flagged up by recent changes in Zdoom etc. I'm making it compatible with the current SVN versions so I plan to release it some time after the next official GZdoom release happens.
Whilst I'm at it, I thought that I may as well include a few tweaks and improvements. One of these will probably be brightmaps. The easiest option for me would be for me to include all the brightmaps for my Aspects mod and simply copy all their definitions into the doomdefs lump. despite the fact that there are a lot of brightmaps, they are pretty small file-size wise and so have a minmal impact on the overall download size.
I initially started going through the brightmaps and weeding out the ones that are for sprites and textures that exist in Aspects but which do not exist in the Burghead mod. However, finding the images, deleting them and editing the doomdefs lump to delete the entries was taking forever. So, other than a little bit of wasted file size, I was wondering if there was any harm in merely putting the whole lot in the project pk3. GZdoom doesn't object when I do this and it would make my life a lot easier but I don't want to do something that would cause the mod to break a few revisions down the line.
So, is there any likely mod-breaking harm in including brightmaps (both brightmap images and doomdefs entries) in a mod that doesn't actually contain some of the images that the brightmaps correspond to?
Whilst I'm at it, I thought that I may as well include a few tweaks and improvements. One of these will probably be brightmaps. The easiest option for me would be for me to include all the brightmaps for my Aspects mod and simply copy all their definitions into the doomdefs lump. despite the fact that there are a lot of brightmaps, they are pretty small file-size wise and so have a minmal impact on the overall download size.
I initially started going through the brightmaps and weeding out the ones that are for sprites and textures that exist in Aspects but which do not exist in the Burghead mod. However, finding the images, deleting them and editing the doomdefs lump to delete the entries was taking forever. So, other than a little bit of wasted file size, I was wondering if there was any harm in merely putting the whole lot in the project pk3. GZdoom doesn't object when I do this and it would make my life a lot easier but I don't want to do something that would cause the mod to break a few revisions down the line.
So, is there any likely mod-breaking harm in including brightmaps (both brightmap images and doomdefs entries) in a mod that doesn't actually contain some of the images that the brightmaps correspond to?