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/vr/ - Retro Games

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>> No.10069220 [View]
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10069220

>>10068509
Okay, even assuming there is some way to bind brightmap to a single frame, it's still so limited compared to GZDoom.
I wanted to write some script to port brightmaps+ to this lump so they could be used in Woof/Nugget/Crispy/Retro because the default brightmaps looked kinda plain.
The idea was to compare each pixel of original sprite and corresponding gzdoom brigtmap, and then lighting all the colors with at least ~0.5 white. The very fist, the most basic sprite of the health bonus ruined all the plans because it uses the same color in multiple places, and the only way brightmaps could be applied in Nugget is by color, so you can't make 2 pixels in the middle bright without also affecting the top-right pixel. And it's only gonna get worse with more complex sprites, especially considering there's only 256 colors. So automating this process is absolutely not an option. In fact nothing can be done here, you either light all of them or none of them.
Not only GZDoom allows to light each specific pixel on the sprite separately, it also allows any degree of partial brightness for each pixel, and on top of that it allows colored brightness

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