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[Minor Question] The BRGHTMPS Lump #761
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Hi, There was some discussion a while ago about this here and here, but it didn't continue. I decided to go ahead with my idea. Hi @JNechaevsky, @rfomin and @fabiangreffrath, what do you all think about the |
Sure, I like the idea of configurable brightmaps. I've never edited brightmaps, so I have no opinion on whether |
Hey! 🤗 Sure, I'm still all for support this established standard. The only problem is - it is a bit comlpicated for me to port the code from DR (initial PR and later corrections), and the best I can do is to wait for "single-action" PR in Woof. Also, probably it is worth to make a Wiki page for |
@bradharding @JNechaevsky Sorry for the late reply, been busy with MIDI music. |
Looks cool and clean, I'll gladly grab it once it's done. 😍 As about |
Oh, I didn't know that D4Vanilla works with Doom 1, interesting. Thanks, I'll take a look. |
Hey Brad,
Just a minor question; I noticed that in PWADs for Doom Retro, you can include a BRGHTMPS lump to customise the texture brightmaps for specific WADs.
I just wanted to ask if that was intentional, because both Crispy Doom and Woof seem to use a similar system for doing brightmaps (i.e. selecting specific colours from the palette), but those ports don't allow for custom PWAD brightmap lumps to be used, unlike Doom Retro at the moment.
It would be really cool for those ports to also allow a BRGHTMPS lump in PWADs that use custom textures/switches.
I just ask cuz I currently am using a BRGHTMPS lump in 200 Line Massacre.
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