Muusi Posted April 2, 2021 (edited) A couple of days ago i made a WAD that gave enemies glowing eyes in software renderer made possible with colormap editing. This is an expanded version that gives the original textures in Doom and Doom II some lighting too. Switches, computer screens, everything that kinda looked like a light source is now fullbright. Tell me what you think :) Once again i'd like to thank Noiser for teaching me how to properly edit the colormap and his "Doom 4 Vanilla" mod for the inspiration and the lava texture which i stole :D The switches came out really nice in my opinion :) Makes the sewers kinda moody. Chompy boi also has glowing eyes now since he didn't have them in the previous WAD. Nukage looks good and poisonous. Big and small Cell packs also kinda looked like they have lights in them. Note the glow coming from the Cacodemon's mouth too. Makes the door easier to find in the dark i guess. Angery dudes. The Arachnotron has blue eyes now as he should. What i like most in this WAD. Makes these dark computery areas look interesting. Please tell me if you find any sprites etc that have fullbright pixels where they clearly shouldn't be so i can fix them :) All feedback is very welcome! Download link to the fixed (again) version: https://drive.google.com/file/d/1Uxe3KLtdfEaxvhD8f49BupTmMKug_wOy/view?usp=sharing EDIT: In the past i mentioned not getting the mod to work on Choco and DOS Doom. This was due to me not knowing how to actually load PWADs properly in those. Armed with more knowledge i managed to load SoftFX properly and can confirm it's indeed fully vanilla compatible :) EDIT 2: I was notified by @Emperor S P O O N that my WAD contained unmodified resources and now that problem has been fixed. In case i missed something please let me know. Edited December 8, 2023 by Muusi 61 Share this post Link to post
xX_Lol6_Xx Posted April 4, 2021 (edited) For Gzdoom I guess? Or does it work with vanilla? (I assume it doesn't, but still, it'd be good to know) Edit: Forget it, I just tested the wad Edited April 4, 2021 by Lol 6 1 Share this post Link to post
Muusi Posted April 5, 2021 (edited) On 4/5/2021 at 1:50 AM, Lol 6 said: For Gzdoom I guess? Or does it work with vanilla? (I assume it doesn't, but still, it'd be good to know) Edit: Forget it, I just tested the wad The only thing where i couldn't get it to work were Chocolate Doom and the original DOS executable :) If someone knows how to do that, i'd be glad to modify the WAD! EDIT: they work, didn't know how to properly load in Vanilla. Edited November 4, 2023 by Muusi 1 Share this post Link to post
VentoliN13 Posted April 6, 2021 You sir, have just became a legend in the Doom community. . . 6 Share this post Link to post
Muusi Posted April 6, 2021 27 minutes ago, VentoliN13 said: You sir, have just became a legend in the Doom community. . . Haha i wish😅 Been a silent member since the early 2000's and only just now i've started to contribute in a small way😁 0 Share this post Link to post
Redneckerz Posted April 6, 2021 It gives a lot more sparkle, indeed. Love to see more COLORMAP effects from your end, Muusi! 2 Share this post Link to post
Muusi Posted April 6, 2021 5 hours ago, Freedoomguy said: thats cool can you add freedoom? Hello, the only person who actually likes Freedoom😆 If there's demand i could do it but for now i'm doing the original IWADs and maybe versions for popular megawads like Valiant and Eviternity. 4 Share this post Link to post
P41R47 Posted April 28, 2021 On 4/6/2021 at 3:57 PM, Muusi said: Hello, the only person who actually likes Freedoom😆 If there's demand i could do it but for now i'm doing the original IWADs and maybe versions for popular megawads like Valiant and Eviternity. Been playing with this, and its a total blast! I tried it on chocolate and vanilla with great effects ;) Only problem is that it clash with those mapsets with different colorpal and playpal So, there is a chance you make something like this for Back to Saturn X? It would be a complete enhancement for an already awesome mapset :D 1 Share this post Link to post
VanaheimRanger Posted July 2, 2021 (edited) On 4/6/2021 at 1:57 PM, Muusi said: Hello, the only person who actually likes Freedoom😆 If there's demand i could do it but for now i'm doing the original IWADs and maybe versions for popular megawads like Valiant and Eviternity. I'd love to see this implemented in both of those, Ancient Aliens and BTSX. Keep up the good work. Edited July 2, 2021 by VanaheimRanger 1 Share this post Link to post
MattFright Posted July 3, 2021 On 4/6/2021 at 3:57 PM, Muusi said: and maybe versions for popular megawads like Valiant and Eviternity. If you're already working on those please disregard this comment, but i think if you're going that far i'd suggest doing "software brightmaps" for mappers (by making a modified version of 32in24-15tex and/or otex for example, given those the the biggest and most widely used) so it's used a lot more widely and treated less like a novelty. I'd personally love to see it and maybe even use them for my own projects if you ever were to make them! 1 Share this post Link to post
Muusi Posted July 3, 2021 12 hours ago, MattFright said: by making a modified version of 32in24-15tex and/or otex for exampleby making a modified version of 32in24-15tex and/or otex for example, given those the the biggest and most widely used) so it's used a lot more widely and treated less like a novelty. Please tell me what this means i'm interested. I've never heard of 32in24-15 or anything like this. 1 Share this post Link to post
princetontiger Posted July 3, 2021 To constantly see progress and evolution on a near 30-year old game blows my mind. Nice stuff! 4 Share this post Link to post
RDETalus Posted July 3, 2021 (edited) 22 minutes ago, Muusi said: Please tell me what this means i'm interested. I've never heard of 32in24-15 or anything like this. It's the name of a popular texture pack used by mappers. The previous version was named cc4-tex.wad. You can find 32in24-15 tex at the link below:https://doomwiki.org/wiki/Cc4-tex 2 Share this post Link to post
Muusi Posted July 3, 2021 1 hour ago, RDETalus said: It's the name of a popular texture pack used by mappers. The previous version was named cc4-tex.wad. You can find 32in24-15 tex at the link below:https://doomwiki.org/wiki/Cc4-tex Thanks for the info! Do these texture packs use the same colormap? 0 Share this post Link to post
MattFright Posted July 3, 2021 1 minute ago, Muusi said: Thanks for the info! Do these texture packs use the same colormap? I dont think they modify it, so it should be the same as vanilla 1 Share this post Link to post
Muusi Posted July 3, 2021 Interesting... I might look into this. Custom monsters will still be a problem and a couple of Vanilla sprites need minor fixes too so they don't have fullbright pixels in wrong areas. 0 Share this post Link to post
MattFright Posted July 3, 2021 11 minutes ago, Muusi said: Interesting... I might look into this. Custom monsters will still be a problem and a couple of Vanilla sprites need minor fixes too so they don't have fullbright pixels in wrong areas. At least once you get the universal texture packs done it'll all be easier to adapt to specific wads through small patches :D 1 Share this post Link to post
Wadmodder Shalton Posted July 3, 2021 It's better than GZDoom's default Brightmaps. 3 Share this post Link to post
esselfortium Posted July 3, 2021 44 minutes ago, MattFright said: I dont think they modify it, so it should be the same as vanilla 32in24-15-tex does use a modified palette and colormap, importing BTSX's red range fix to prevent red stuff from abruptly turning brown, as well as a slight change to the blue ramp. 5 Share this post Link to post
LexiMax Posted July 3, 2021 I always wondered how difficult it would be to get a widely-agreed-upon standard for brightmaps. Some chocolate forks have them, but the textures to which they apply to seem hardcoded. Seems like if you can parse UMAPINFO, you could also parse a brightmap lump that maps texture names to palette ranges to fullbright, and get effects like this in a more targeted way. 5 Share this post Link to post
Redneckerz Posted July 3, 2021 1 hour ago, AlexMax said: I always wondered how difficult it would be to get a widely-agreed-upon standard for brightmaps. Some chocolate forks have them, but the textures to which they apply to seem hardcoded. Seems like if you can parse UMAPINFO, you could also parse a brightmap lump that maps texture names to palette ranges to fullbright, and get effects like this in a more targeted way. I propose UBRIGHTMAP or, for the British, UBRIGHTMATE to be the name of this standard. 2 Share this post Link to post
Muusi Posted July 3, 2021 (edited) I agree, brightmaps (also on monsters) should be standard everywhere they can be done! Edited July 3, 2021 by Muusi 1 Share this post Link to post
mankubus Posted July 4, 2021 What is the difference between this ad brightmaps.pk3 from gzdoom? Btw brightmaps do nothing on my end. I load brightmaps.pk3 on RocketLauncher and I see no difference. 1 Share this post Link to post
Muusi Posted July 4, 2021 (edited) 10 hours ago, mankubus said: What is the difference between this ad brightmaps.pk3 from gzdoom? Btw brightmaps do nothing on my end. I load brightmaps.pk3 on RocketLauncher and I see no difference. The difference is that my WAD doesn't contain true brightmaps, it's an edited colormap that makes some colors appear bright even in dark areas and sprites and textures have been edited with those fullbright colors in mind. That means you don't need GZDoom for this and it works even in the original DOS executable. For your brightmaps problem, i can't say where the problem might be. Have you tried just launching GZDoom.exe and enabling brightmaps on the startup window? Edited July 4, 2021 by Muusi 0 Share this post Link to post
mankubus Posted July 4, 2021 2 hours ago, Muusi said: The difference is that my WAD doesn't contain true brightmaps, it's an edited colormap that makes some colors appear bright even in dark areas and sprites and textures have been edited with those fullbright colors in mind. That means you don't need GZDoom for this and it works even in the original DOS executable. For your brightmaps problem, i can't say where the problem might be. Have you tried just launching GZDoom.exe and enabling brightmaps on the startup window? When using Rocketlauncher 2 i dont see that startup window but anyway when launching gzdoom i see the window and both load lights and load brighmaps are enabled yet i cannot see them. 1 Share this post Link to post