View Full Version : Using Doom's colormaps
jnsg
June 13th, 2004, 01:00 PM
I was reading about various methods of inserting colormaps for use in Legacy, and it became apparent that Doom already has some with it. I think it has a bluish on, a red one, maybe green? Is this correct? And if so, is there any way I can use one for swimmable water sectors?
iori
June 13th, 2004, 03:28 PM
Boom has them, Doom doesnt, that I know of. Youd have to include the colormaps from boom.wad or whatever with legacy for them to work, however.
Keep in mind, thats only for software mode. Using hardware coloured lighting looks a hell of a lot better.
jnsg
June 13th, 2004, 05:34 PM
OK, so let's just say I don't care about the people who will use software mode to play my map. How would I go about applying hardware lighting to create a colored underwater sector?
iori
June 13th, 2004, 10:47 PM
Well presuming you already have the 3dwater, make a sector tag for the water control sector. Now make a control sector and tag one line of it to the water's control sector, and use type 282. Almost done now...
the front side upper texture should look like this "#RRGGBBZ", where RR is a color (red) from A - F. Same with GG and BB. Z is the intensity, from A - Z, A being none and Z being full. This may seem confusing, but in fact it's quite easy once you get the hang of it.
For example, the upper texture "#FF0000Z" is complete red, but "#FF0000F" is only about half red. Here is a complete list of colours:
http://forums.newdoom.com/showthread.php?s=&threadid=21153
Good Luck ;)
ToXiCFLUFF
June 14th, 2004, 12:14 AM
I've been looking into ways of changing a colourmap with FS, and it looks quite easily possible. Since it'd require some changes exterior to the FS code, it's best to wait for Legacy C++ I think (since AFAIK the team wants to freeze the C version apart from bugfixes and FS stuff, to focus more on the C++ version).
jnsg
June 14th, 2004, 12:10 PM
Great, thanks.
Mystic
June 14th, 2004, 04:08 PM
you can already do it without scripts, just do what IORI said. Look at that test wad that comes with legacy, (rainbow star or something its called) look at the tags, sectors and the upper texture placed on the control sectors line, like Iori said its really quite simple
jnsg
June 14th, 2004, 05:45 PM
Yeah, I got it working fine thank you. And I have experience with the #RRGGBB color format, I can usually get it pretty close to what I want by just fiddling with the numbers (although that list Exl made was pretty impressive).
jetflock
June 23rd, 2004, 10:28 PM
I am doing exactly as you say, the color number in the upper texture stuff and so forth. I have already mastered all of legacy's effects but the colormaps(i'm working on fraggle scripting). what am i doing wrong? in this method, am i just not inserting a colormap when i should be?
-Ki-
June 24th, 2004, 02:26 AM
Did you use a dummy sector (like you would the 3d floors and such)
I got an example wad that you could check out to see if you did it right if you'd like to see that.
jetflock
June 24th, 2004, 04:09 PM
I am doing EXACTLY as I am suppposed to, and I am using "rainbowstar" as a ref.
jetflock
June 24th, 2004, 05:09 PM
Found the problem! I was using that page of colors, and I never put the last digit(intensity in!) lol.
thanks for the help all.
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