Difference between revisions of "COLMAP"
(→COMMANDS) |
|||
Line 34: | Line 34: | ||
| [hex] | | [hex] | ||
| | | | ||
− | Specify a | + | Specify a color directly without needing any lumps. |
− | + | '''Example: GL_COLOUR = #FF9030; //Orange''' | |
− | GL_COLOUR = #FF9030; //Orange | ||
|- | |- | ||
+ | | SPECIAL | ||
+ | | [special] | ||
+ | | | ||
+ | A comma separated list of special flags. See below. | ||
+ | |- { BGCOLOR="#E9967A" } | ||
| PRIORITY | | PRIORITY | ||
| [integer] | | [integer] | ||
Line 43: | Line 47: | ||
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 | + | highest priority value gets used (default 0). |
− | + | ||
− | |||
− | |||
− | |||
− | |||
− | |||
==SPECIALS== | ==SPECIALS== | ||
These allow some control over the ways the colourmap is used. | These allow some control over the ways the colourmap is used. |
Revision as of 20:58, 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 color directly without needing any lumps. Example: GL_COLOUR = #FF9030; //Orange | |||||||
SPECIAL | [special] |
A comma separated list of special flags. See below. | |||||||
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 (default 0). SPECIALSThese allow some control over the ways the colourmap is used.
EXAMPLESThe following is an example of a complete colourmap entry:
|