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.
Bright Flash Frames and Lighting
Moderator: Graf Zahl
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NeuralStunner
- Posts: 253
- Joined: Tue Dec 29, 2009 3:46
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Bright Flash Frames and Lighting
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.
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
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Graf Zahl
- GZDoom Developer

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Re: Bright Flash Frames and Lighting
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.
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NeuralStunner
- Posts: 253
- Joined: Tue Dec 29, 2009 3:46
- Location: IN SPACE
Re: Bright Flash Frames and Lighting
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