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June 13th, 2004, 01:00 PM
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#1 |
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Commander Keen
Join Date: May 2004
Location: Paris, Kentucky, USA
Posts: 111
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Using Doom's colormaps
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?
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June 13th, 2004, 03:28 PM
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#2 |
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Join Date: Sep 2002
Location: British Columbia
Posts: 2,415
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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. |
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June 13th, 2004, 05:34 PM
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#3 |
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Commander Keen
Join Date: May 2004
Location: Paris, Kentucky, USA
Posts: 111
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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?
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June 13th, 2004, 10:47 PM
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#4 |
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Join Date: Sep 2002
Location: British Columbia
Posts: 2,415
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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...threadid=21153 Good Luck
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June 14th, 2004, 12:14 AM
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#5 |
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Commander Keen
Join Date: Dec 2002
Posts: 1,596
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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).
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June 14th, 2004, 12:10 PM
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#6 |
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Commander Keen
Join Date: May 2004
Location: Paris, Kentucky, USA
Posts: 111
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Great, thanks.
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June 14th, 2004, 04:08 PM
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#7 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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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
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June 14th, 2004, 05:45 PM
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#8 |
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Commander Keen
Join Date: May 2004
Location: Paris, Kentucky, USA
Posts: 111
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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).
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June 23rd, 2004, 10:28 PM
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#9 |
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Join Date: Apr 2004
Posts: 1,381
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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?
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June 24th, 2004, 02:26 AM
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#10 |
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Commander Keen
Join Date: May 2004
Location: Inside a Sector
Posts: 368
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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. |
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June 24th, 2004, 04:09 PM
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#11 |
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Join Date: Apr 2004
Posts: 1,381
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I am doing EXACTLY as I am suppposed to, and I am using "rainbowstar" as a ref.
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June 24th, 2004, 05:09 PM
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#12 |
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Join Date: Apr 2004
Posts: 1,381
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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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