Need help with Brightmaps

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Toaster
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Joined: Mon Dec 05, 2011 7:29

Need help with Brightmaps

Post by Toaster »

I recently got into some minor sprite editing for monsters and I wanted to make brightmaps for them.

I am 100% certain that my machine can render brightmaps and I can see the ones from the brightmaps.pk3 that comes with GZDoom.

I followed all the instructions and I'm pretty sure I did everything right, but I've encountered a strange problem:

When I define brightmaps and go to test the monster, he's invisible. I can still interact with him (he can shoot at me and makes sounds, I can shoot him also) but he is completely invisible, even though he has all his sprites defined in the DECORATE lump, and all the brightmaps correspond to sprites that do in fact exist. Only his projectile's pointlights display. Both the monster's sprites and the brightmaps are in 8 bit .png format
How do I fix this?


Thanks.
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Graf Zahl
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Re: Need help with Brightmaps

Post by Graf Zahl »

At least by first posting your mod. No idea what you did wrong but since nobody can check you won't get any answers as it is.
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Enjay
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Re: Need help with Brightmaps

Post by Enjay »

Yes, post a file so it can be checked.

However you didn't mention whether the enemy can be seen when the brightmaps are not loaded. My guess is that the enemy sprite graphics have not been given correct offsets and so the sprite is being pushed down into the floor where it will not be seen. Did you use SLADE, GrabPNG or some tool to give the sprites offsets? If not and you just imported them they will probably have an offset of 0,0 which creates the effect I described.
Toaster
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Joined: Mon Dec 05, 2011 7:29

Re: Need help with Brightmaps

Post by Toaster »

I used slade 3, and their offsets are the same as they were for the base sprites

I tried again today with removing the brightmaps, and the sprites are still invisible, and I have no damn idea why.

Here is a link to my .pk3

http://dl.dropbox.com/u/39292814/recoloredroach.pk3
Blue Shadow
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Re: Need help with Brightmaps

Post by Blue Shadow »

Since you're using an archive (zip/pk3) instead of a WAD, the sprites need to be in a directory called "sprites" (without the quotes) instead of being between markers (SS_START and SS_END). Also, you might as well put the sounds in their own directory, just in case, which is called "sounds" (again, without the quotes).
Toaster
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Re: Need help with Brightmaps

Post by Toaster »

Ohh okay thanks. I am still somewhat unclear on how the whole structure of .pk3 worked, and I just assumed you could keep all the .wad format stuff.

Thanks for the help guys, works fine now.

And come to mention it, now that I understand how they work, .pk3s seem way more versatile and easier to work with than .wads
Blue Shadow
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Re: Need help with Brightmaps

Post by Blue Shadow »

If you want more info on using the zip structure, then refer to this page on the ZDoom Wiki
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