Closed JNechaevsky closed 6 years ago
As always, thank you very much!
Needed your implementation of support for brightmaps in HUD.
This can be done quickly. What would you highlight?
It's my pleasure. :)
This can be done quickly. What would you highlight?
Here we go. I may be a little wrong with states, they are slightly different from Doom, but I have verified with info.c
and hope that everything will be okay. I haven't touched fullbright
states, so there are no any necessary fallbacks.
Weapon | Sprite | State | Brightmap |
---|---|---|---|
SAWGA0 | S_SAW2 | lightning | |
SAWGB0 | S_SAW3 | lightning | |
SAWGC0 | S_SAW | redonly | |
SAWGD0 | S_SAWB | redonly | |
MISGA0 | S_MISSILE | redandgreen (or redonly) | |
PLSGA0 | S_PLASMA | redonly | |
PLSGB0 | S_PLASMA2 | redonly |
Brightmap lightning
:
static byte hacxlightning[256] =
{
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
In case you are wondering, here's how I'm calculating colors: screenshot. Colors that selected as squares are represented in the table above. Absolutely designer's solution!
Map for testing (MAP01)
All the textures, flats and sprites are here.
Textures
TEXTURE1 bank (one and only)
Floors and Ceilings
World sprites
HUD sprites
Needed your implementation of support for brightmaps in HUD.