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brightmaps
Posted: Sun Sep 23, 2012 4:56 am
by Famardy
Does anyone know how do I make brightmaps work in Zandronum? I would like to see the monsters eyes glows at the dark.

RE: brightmaps
Posted: Thu Jan 23, 2014 3:23 am
by Zand
Im interested on this. I've downloaded the venom8 pk3 brightmaps for doom 1 and doom 2, i've put it on the zandronum folder, i've put on my shortcut -file BrightmapsDoom1.pk3 -file BrightmapsDoom2.pk3 and on my ini:
[Doom.Autoload]
Path=C:\Program Files\Zandronum\BrightmapsDoom1.pk3
[Doom1.Autoload]
Path=C:\Program Files\Zandronum\BrightmapsDoom1.pk3
[Doom2.Autoload]
Path=C:\Program Files\Zandronum\BrightmapsDoom2.pk3
[TNT.Autoload]
Path=C:\Program Files\Zandronum\BrightmapsDoom2.pk3
[Plutonia.Autoload]
Path=C:\Program Files\Zandronum\BrightmapsDoom2.pk3
I'ts still not working. What i am doing wrong?
RE: brightmaps
Posted: Thu Jan 23, 2014 3:34 am
by katZune
have you tried putting them in the skin folder? besides IIRC you can't use them online
RE: brightmaps
Posted: Thu Jan 23, 2014 9:55 am
by Klofkac
You cannot use brightmap online, brightmaps are not defined in zandronum.pk3 and GLDEFS, where you define those, is a protected lump.. that means you cannot join any server if you have your custom GLDEFS with brightmaps. Yeah, it sucks.
What about at least defining the brightmaps in zandronum.pk3 with the stock sprites? You can turn off shaders for them in GL settings if you do not want them.
RE: brightmaps
Posted: Thu Jan 23, 2014 11:57 am
by Larz1695
Well this would explain why no one can connect to a server I create. I've been trying to load brightmaps.pk3 and lights.pk3 from GZDOOM 1.8.4 in the server I run. I can use them just fine when I log in locally but anyone who tries to connect gets kicked because of the protected lump error. Obviously there is no point if no one can connect. Any other protected lumps?
RE: brightmaps
Posted: Thu Jan 23, 2014 1:11 pm
by Ænima
You can run your server with sv_pure off, that disables protected lump verification and will let people connect.
RE: brightmaps
Posted: Thu Jan 23, 2014 1:49 pm
by Zand
katZune wrote:
have you tried putting them in the skin folder? besides IIRC you can't use them online
I've tried and im doing it offline single player. It's still pretty dumb that you can't use brightmaps online tho, they look awesome. Will they fix this for 2.0?
RE: brightmaps
Posted: Thu Jan 23, 2014 1:52 pm
by -Jes-
1. Don't use autoload. Autoload is not compatible with server hosting, server joining and for that matter anything else that isn't strictly singleplayer.
Don't use the skins folder either, because:
2. As mentioned already, GLDefs - the lump through which Brightmaps are defined - is protected. As such, it cannot be used in multiplayer UNLESS the server has sv_pure 0 which is absolutely not recommended OR the server is running the same file. (and not through autoload)
3. Even then, Brightmaps are barely useful outside entirely vanilla doom gameplay. Attempting to use any mods with them will no doubt override functionality in either loaded file. They also REQUIRE that you use the OpenGL renderer with Brightmaps enabled under the Shaders subsection.
RE: brightmaps
Posted: Thu Jan 23, 2014 1:53 pm
by Zand
-Jes- wrote:
1. Don't use autoload. Autoload is not compatible with server hosting, server joining and for that matter anything else that isn't strictly singleplayer.
2. As mentioned already, GLDefs - the lump through which Brightmaps are defined - is protected. As such, it cannot be used in multiplayer UNLESS the server has sv_pure 0. And keep in mind that almost no servers do that due to the inherent risks involved with that.
Im trying this singleplayer.
RE: brightmaps
Posted: Thu Jan 23, 2014 6:10 pm
by Torr Samaho
Larz1695 wrote:
Well this would explain why no one can connect to a server I create. I've een trying to load brightmaps.pk3 and lights.pk3 from GZDOOM 1.8.4 in the server I run. I can use them just fine when I log in locally but anyone who tries to connect gets kicked because of the protected lump error. Obviously there is no point if no one can connect.
You can use them on your own server and still allow other players to connect: Just load them like you would load any other mod to host it, i.e. the mod files need unique names and the launcher (Doomseeker, IDE) needs to be able to download them.
RE: brightmaps
Posted: Fri Jan 24, 2014 2:18 am
by Zand
I tried with 2.0 and it worked
RE: brightmaps
Posted: Fri Jun 06, 2014 2:58 am
by Galaxy_Stranger
Sorry to resurrect an old thread. I'm just looking for some clarification.
If I implement Brightmaps via
this method, (there's also a deprecated way), has Zandronum 2.0 been updated to facilitate this?
Just make sure everything's been properly done in my .pk3 and I'm good for Zandronum 2.0 multiplayer?