Lightmaps and sourceports without them. (DHTP)
I'm probably beating some kind of dead horse here, but I was wondering if there was some way for you guys to create brighter alternatives for textures that require lightmaps for sourceports that don't support them. for example: the STAR textures look very dull and dark in GZDoom compared to their lightmapped counterparts.(Also note FLOOR4_8, DOORSTOP on the upper far right, and SUPPORT2 are rather dull too)
And SHAWN textures are super dark which can make wads having extensive use of them look ugly.
I tried to brighten them myself by merging the main textures and their lightmaps/masks manually in Paint.NET and effing around with contrast and brightness but they turn out too inconsistent with each other but it could probably be easier for a experienced texture maker to do this. It kinda bugs me that source ports other than Doomsday get the short end of the stick.
And SHAWN textures are super dark which can make wads having extensive use of them look ugly.
I tried to brighten them myself by merging the main textures and their lightmaps/masks manually in Paint.NET and effing around with contrast and brightness but they turn out too inconsistent with each other but it could probably be easier for a experienced texture maker to do this. It kinda bugs me that source ports other than Doomsday get the short end of the stick.
Comments
The deng dhtp pack is for doosmday only.
The other packs work on other ports, I was planning to release packs for other ports on new years eve, but I didn't have the time to compile them all. there will be a release for all the other packs next time.
Would you want me to upload the xcf/psd of the startan textures so you can edit them to look normal without shinemaps?