View Full Version : WadAuthor and Colormaps?
Bauul
June 20th, 2001, 02:42 PM
This might sound like a total newbie question but I'm rather stuck. How do you incorporate colormaps into a level when using WadAuthor. They're talked about everywhere, but I can't find anything that actually tells me how to use them, what to do to get them to work.
I'm not even totally sure what they actually are. Are they textures subitutes? Or something like a RGB value desguied as a Doom recognisable file or what? I'm really rather confused.
ReX
June 21st, 2001, 05:52 AM
I'm not sure what you're using a COLORMAP for, but here are some issues and suggestions:
1. You generally incorporate a COLORMAP into your wad, as a lump. You cannot currently insert a lump into a wad using WadAuthor; you'd need a utility such as WinTex, DeePSea, or XWE (all of which have lump management capability) to do it.
2. A modified COLORMAP re-assigns in-game colors, so you probably do not want to mess with it. Alternatively, you can use a PLAYPAL to change the colors, but I don't believe that DooM/DooM2.exe recognize a PLAYPAL; you'd need a source port such as ZDooM.
3. If you're trying to get colored light or fog effects into your level, then you would need to use a source port. I suggest you use the simple scripting ability of ZDooM rather than mess with COLORMAPs.
ReX
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Boingo the Clown
June 21st, 2001, 07:06 AM
There is a utility called Inkworks, that helps you to create the new colormaps.
Inworks was created to work with DooM and DooM II. It should work with all the DooM ports too.
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Bauul
June 21st, 2001, 09:36 AM
The reason I asked was that in a Legacy tutorial, it talked about the volumetric fog using the control sector's colormap, and I was wondering how you set that.
Rellik_jmd
June 26th, 2001, 05:57 PM
It's a little late but check out my editing site on the teamdeim webpage. The link is in my sig. The tutorial tells you all you need to know about making colormaps. If you need more help to install them mail me and I'll send you an example wad.
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