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(Suggestion) additional brightmaps for glowing monster eyes #666

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mugmonster opened this issue Sep 10, 2020 · 4 comments
Open

(Suggestion) additional brightmaps for glowing monster eyes #666

mugmonster opened this issue Sep 10, 2020 · 4 comments
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@mugmonster
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I was going through the doomworld forum thread for Revenant100's sprite fix project and someone mentioned this feature as a possibility. it wasnt considered fitting for that project, but I wonder if it would fit with Crispy Doom (as an optional feature just like the other brightmaps, of course)? and, if it would be deemed unsuitable as a built-in Crispy feature, could someone at least make a mod for it (that would be compatible with Revenant100's project)? the people who wanted this feature in that project ended up taking their ideas to GZDoom, which doesnt do me any good as a Crispy player

@fabiangreffrath
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Back then I considered glowing single-pixel eyes for the monster sprites to look rather goofy, not to say ridiculous.

Also, please note that Crispy's brightmap imlementation is based on colsole colors. So, if you have a monster sprite with red eyes and you want these highlighted, then all the other red pixels in the sprite will be highlighted as well.

@mugmonster
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if you have a monster sprite with red eyes and you want these highlighted, then all the other red pixels in the sprite will be highlighted as well.

I dont know anything about coding and I only have a vague understanding of how some features work in Doom, but I did kind of have a feeling this was the case. ah well, I just really appreciate the subtle effects of Crispy's brightmaps and was hoping this could add to that if it was possible

@fabiangreffrath
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I just tested this for the Imp sprites and must sy it doesn't look too bad.

--- a/src/doom/r_bmaps.c
+++ b/src/doom/r_bmaps.c
@@ -777,6 +777,21 @@ static byte *R_BrightmapForState_Doom (const int state)
                        case S_BFG2:
                        case S_BFG3:
                        case S_BFG4:
+                       case S_TROO_STND:
+                       case S_TROO_STND2:
+                       case S_TROO_RUN1:
+                       case S_TROO_RUN2:
+                       case S_TROO_RUN3:
+                       case S_TROO_RUN4:
+                       case S_TROO_RUN5:
+                       case S_TROO_RUN6:
+                       case S_TROO_RUN7:
+                       case S_TROO_RUN8:
+                       case S_TROO_ATK1:
+                       case S_TROO_ATK2:
+                       case S_TROO_ATK3:
+                       case S_TROO_PAIN:
+                       case S_TROO_PAIN2:
                        {
                                return redonly;
                                break;

DOOM0000

@mugmonster
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wonder how it looks in that dark hallway in E1M5

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