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Doom: brightmap improvements #1293

@SoDOOManiac

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@SoDOOManiac

I have a couple of suggestions regarding one particular texture brightmap and an IMO desirable special case when the brightmaps shouldn't be applied to textures on particular lines even when Apply brightmaps to parameter is Walls or Both.

  1. The COMPTALL texture has a monitor with green text/image that IMO deserves a brightmap.
    BTW, for some reason I cannot find this texture in Doom(2).wad files

Image
Image

  1. In BOOMER.WAD I found a very cool mapping trick that signals interactivity of the linedef:
    there is a little, only 3 units tall sector window in the wall, that sector has special blinking light, and the linedef seen through the window is textured with the red part of SW1STON2.

I recorded a video showing that, alas, the blinking button glows constantly when brightmaps for walls are enabled.
https://youtu.be/RWvDFWMXaas

My suggestion to handle such buttons is:
even when crispy->brightmaps & BRIGHTMAPS_TEXTURES is non-zero,
don't apply brightmaps to sidedef that faces a sector which is
2.1) 8 units tall or less (should suffice for buttons) and
2.2) has lighting-related special (special is 1, 2, 3, 4, 8, 12, 13 or 17).

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