Difference between revisions of "COLMAP"
(CREATED COLORMAPS.DDF) |
|||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
=COLORMAPS= | =COLORMAPS= | ||
− | |||
'''Stored in colmap.ddf or in the DDFCOLM data lump.''' | '''Stored in colmap.ddf or in the DDFCOLM data lump.''' | ||
− | |||
Colmap.ddf allows you to modify how colourmaps are used in the game, and are useful for creating interesting lighting and other special effects such as fog. | Colmap.ddf allows you to modify how colourmaps are used in the game, and are useful for creating interesting lighting and other special effects such as fog. | ||
− | + | <div style="background: #f2e0ce; border: 2px solid #bfb1a3; padding: 0.6em; margin-top: 0.8em;">A coltable is a single 256 byte section of a colourmap lump (such as the "COLORMAP" lump in EDGE.WAD), which maps a set of 256 palette colours to another set of palette colours. The name should be descriptive of the effect it creates and is used in other DDF files to refer to that particular colourmap.</div> | |
− | + | Each entry describes a "colourmap" and consists of a unique name, enclosed in square brackets, followed by a series of commands that specify a sequence of "coltables". | |
==COMMANDS== | ==COMMANDS== | ||
− | |||
The following is a list of the commands that are accepted by each colourmap entry: | The following is a list of the commands that are accepted by each colourmap entry: | ||
− | + | {| BORDER=1 CELLSPACING=0 CELLPADDING=2 BGCOLOR="#C8F4FF" | |
− | + | ! COMMAND | |
− | + | ! TYPE | |
− | + | ! EXPLANATION | |
− | + | |- | |
− | + | | LUMP | |
− | The lump name which contains this colourmap. | + | | [string] |
− | + | | | |
− | + | The lump name which contains this colourmap. | |
+ | |- | ||
+ | | START | ||
+ | | [integer] | ||
+ | | | ||
The offset into the lump where this colourmap begins, in terms of | The offset into the lump where this colourmap begins, in terms of | ||
− | whole coltables (0, 1, 2, etc). | + | whole coltables (0, 1, 2, etc). |
− | + | |- | |
− | + | | LENGTH | |
− | The number of coltables in this colourmap. Defaults to 1 if omitted. | + | | [integer] |
− | + | | | |
− | + | The number of coltables in this colourmap. Defaults to 1 if omitted. | |
+ | |- | ||
+ | | GL_COLOUR | ||
+ | | [hex] | ||
+ | | | ||
Specify a colour directly without needing any lumps. | Specify a colour directly without needing any lumps. | ||
<br>Example: | <br>Example: | ||
− | GL_COLOUR = #FF9030; //Orange | + | GL_COLOUR = #FF9030; //Orange |
− | + | |- | |
− | + | | PRIORITY | |
− | + | | [integer] | |
+ | | | ||
When multiple "special effects" that use colourmaps (e.g. | When multiple "special effects" that use colourmaps (e.g. | ||
invulnerability & night vision) are active, then the one with the | invulnerability & night vision) are active, then the one with the | ||
− | highest priority value gets used. defaults to 0. | + | highest priority value gets used. defaults to 0. |
− | - | + | |- |
− | + | | SPECIAL | |
− | + | | [special] | |
− | A comma separated list of special flags. See below. | + | | |
− | + | A comma separated list of special flags. See below. | |
− | + | |} | |
==SPECIALS== | ==SPECIALS== | ||
− | |||
These allow some control over the ways the colourmap is used. | These allow some control over the ways the colourmap is used. | ||
− | + | {| BORDER=1 CELLSPACING=0 CELLPADDING=2 | |
− | + | ! SPECIAL | |
− | + | ! EXPLANATION | |
− | + | |- | |
− | + | | NO_FLASH | |
+ | | | ||
Usually when the player fires a weapon, there is a brief flash of | Usually when the player fires a weapon, there is a brief flash of | ||
light. When using a fog effect (for example), this flash can look | light. When using a fog effect (for example), this flash can look | ||
weird. This flag disables the gun flash for all sectors using this | weird. This flag disables the gun flash for all sectors using this | ||
− | colourmap.< | + | colourmap.<!-- deprecated from EDGE 1.25 |
− | + | |- | |
− | + | | NO_SKY | |
− | + | | | |
Using this flag, the sky will be unaffected by the sector's lighting | Using this flag, the sky will be unaffected by the sector's lighting | ||
− | or colourmap, and drawn using the [SKY] colourmap instead. | + | or colourmap, and drawn using the [SKY] colourmap instead. |
--> | --> | ||
− | + | |} | |
− | |||
− | |||
==EXAMPLES== | ==EXAMPLES== | ||
− | |||
The following is an example of a complete colourmap entry: | The following is an example of a complete colourmap entry: | ||
− | + | {| WIDTH=95% BORDER=1 CELLSPACING=0 CELLPADDING=3 FRAME="box" BGCOLOR="#C2D6D6" | |
− | + | | <FONT SIZE=2> | |
− | |||
− | <FONT SIZE=2> | ||
[WATER]<BR> | [WATER]<BR> | ||
LUMP=WATERMAP;<BR> | LUMP=WATERMAP;<BR> | ||
START=0;<BR> | START=0;<BR> | ||
LENGTH=32;<BR> | LENGTH=32;<BR> | ||
− | SPECIAL=NO_FLASH;<BR> | + | SPECIAL=NO_FLASH;<BR></FONT> |
− | </FONT> | + | |} |
− | |||
− |
Revision as of 20:49, 29 April 2016
COLORMAPS
Stored in colmap.ddf or in the DDFCOLM data lump. Colmap.ddf allows you to modify how colourmaps are used in the game, and are useful for creating interesting lighting and other special effects such as fog.
Each entry describes a "colourmap" and consists of a unique name, enclosed in square brackets, followed by a series of commands that specify a sequence of "coltables".
COMMANDS
The following is a list of the commands that are accepted by each colourmap entry:
COMMAND | TYPE | EXPLANATION |
---|---|---|
LUMP | [string] |
The lump name which contains this colourmap. |
START | [integer] |
The offset into the lump where this colourmap begins, in terms of whole coltables (0, 1, 2, etc). |
LENGTH | [integer] |
The number of coltables in this colourmap. Defaults to 1 if omitted. |
GL_COLOUR | [hex] |
Specify a colour directly without needing any lumps.
|
PRIORITY | [integer] |
When multiple "special effects" that use colourmaps (e.g. invulnerability & night vision) are active, then the one with the highest priority value gets used. defaults to 0. |
SPECIAL | [special] |
A comma separated list of special flags. See below. |
SPECIALS
These allow some control over the ways the colourmap is used.
SPECIAL | EXPLANATION |
---|---|
NO_FLASH |
Usually when the player fires a weapon, there is a brief flash of light. When using a fog effect (for example), this flash can look weird. This flag disables the gun flash for all sectors using this colourmap.<!-- deprecated from EDGE 1.25 |
NO_SKY |
Using this flag, the sky will be unaffected by the sector's lighting or colourmap, and drawn using the [SKY] colourmap instead. --> |
EXAMPLES
The following is an example of a complete colourmap entry:
[WATER] |