You better be happy it isn't a * shrug* Intel GMA 500 or 600, because you would be further away from home then with all the other Intel IGP models of the past 12 years! ZDoom CL adds in an early Direct3D renderer that was barely documented in ZDoom versions 2.1.7 and 2.2 and adds a OpenGL 1.1 renderer, taken from GZDoom 1.0.17. Graf did say that GZ never used OpenGL 1.2, but Frag found out that the renderer works on this level of hardware. ZDoom LE has a OpenGL 1.2 renderer, taken from GZDoom 1.8.4. ZDoom32 has among other things a OpenGL 2.0 renderer, taken from GZDoom 1.9.1. drfrag added a lot of features to each of them, but given these are for legacy systems, ill list them on GPU support: There used to be even more, but these are the actively maintained ones. Ill list drfrag's Legacy builds here, can't hurt: He made several ZDoom derivatives: ZDoom Classic (CL), ZDoom Legacy Edition (LE), and ZDoom32. ZDoom32, despite its name, does include a OpenGL renderer. Same author as LZDoom, so if LZDoom doesn't work for you, try it. Or I can create a pk3 clone of wad and with brightmaps and run it as a final version. Then I would edit the maps, and when finished I would add them to pk3 with shiny textures.As I mentioned, yes you ZDoom32, which is an unofficial continuation of ZDoom, meaning that some advanced graphics options may or may not in there. Since I have problems getting these brightmaps textures to work on my wad, I imagine the ways to solve this are by implementing bm inside gzdoom.pk3, I think it might work. This still doesn't solve the problem, as I want to run brightmaps on my wad and gzdoom.exe will just activate the content inside it. So I've come to the conclusion that starting that way might not be the best because of these warnings. But this also happened when I tested the same method with other pk3 brightmaps files. I did as I said and it really worked, but mistakes came up that I had never seen before. Zandronum's pk3 file structure is setup a little differently.įor it, I think the bightmaps might need to be in a skins folder, maybe, I haven't looked. Otherwise, if you are using Zandronum, will it won't work exactly as it would in Gzdoom. I added it to a test wad I made also which has a big brightmap texture on the wall.īoth brightmaps, with the Imp and the texture, light up in the dark.Įxtract, then drag n' drop the pk3 onto your Gzdoom.exe. I also have hundreds of GLDEFS files inside wad, it would be good to change the names of each one to differentiate them in #include inside doomdefs.bm, but any OpenGL Defs file with name other than "GLDEFS" inside wad is not recognized (becomes "? - unknown"), which makes this difficult.įor those who want to see how it looks, here's the wad > plutsucker2.rar the GLDEFS file in question is below DOOMDEFS (the second file with the same name), the BM textures are right below. Inside my wad are monsters and items that bright normally (maps and glowing lights), but textures don't bright. But it doesn't work, I've already put the black and white textures, I've already made a GLDEFS file specifying which texture should shine and which one will be responsible for it, but I wasn't successful. Tried to create a brightmaps text file inside wad as it doesn't recognize the existing brightmaps for plutonia / doom2 textures outside the editor. I know it's much better to organize this in a pk3, but this file type is not editable in UDB, and as I'm still creating the maps, this is impractical and also doesn't seem to be recognized when different textures are included in the wad. I'm still organizing my first wad, but one thing that bothers me is that when I run the map outside the editor (UDB), the textures that should glow are opaque, even the classic Plutonia base wad textures. Guys, is there any way to use brightmaps inside a custom wad?
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