Difference between revisions of "COLMAP"

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(CREATED COLORMAPS.DDF)
 
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__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.
  
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"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.
+
<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>
  
The name should be descriptive of the effect it creates and is used in other DDF files to refer to that particular colourmap.
+
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
<TABLE BORDER=1 CELLSPACING=0 CELLPADDING=2 BGCOLOR="#C8F4FF">
+
! TYPE
<TR><TH>COMMAND</TH><TH>TYPE</TH><TH>EXPLANATION</TH></TR>
+
! EXPLANATION
 
+
|-
<TR><TD>LUMP</TD><TD>[string]</TD><TD>
+
| LUMP
The lump name which contains this colourmap.</TD></TR>
+
| [string]
 
+
|
<TR><TD>START</TD><TD>[integer]</TD><TD>
+
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).</TD></TR>
+
whole coltables (0, 1, 2, etc).
 
+
|-
<TR><TD>LENGTH</TD><TD>[integer]</TD><TD>
+
| LENGTH
The number of coltables in this colourmap. Defaults to 1 if omitted.</TD></TR>
+
| [integer]
 
+
|
<TR><TD>GL_COLOUR</TD><TD>[hex]</TD><TD>
+
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</TD></TR>
+
GL_COLOUR = #FF9030; //Orange
 
+
|-  
<!-- deprecated from EDGE 1.25
+
| PRIORITY
<TR><TD>PRIORITY</TD><TD>[integer]</TD><TD>
+
| [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.</TD></TR>
+
highest priority value gets used. defaults to 0.
-->
+
|-  
 
+
| SPECIAL
<TR><TD>SPECIAL</TD><TD>[special]</TD><TD>
+
| [special]
A comma separated list of special flags. See below.</td></tr>
+
|
</table>
+
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  
<TABLE BORDER=1 CELLSPACING=0 CELLPADDING=2>
+
! SPECIAL
<TR><TH>SPECIAL</TH><TH>EXPLANATION</TH></TR>
+
! EXPLANATION
 
+
|-
<TR><TD>NO_FLASH</TD><TD>
+
| 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.</TD></TR>
+
colourmap.<&#33;-- deprecated from EDGE 1.25
 
+
|-
<!-- deprecated from EDGE 1.25
+
| NO_SKY
<TR><TD>NO_SKY</TD><TD>
+
|
 
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.</TD></TR>
+
or colourmap, and drawn using the [SKY] colourmap instead.
 
-->
 
-->
 
+
|}
</TABLE>
 
 
 
 
==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"
<TABLE WIDTH=95% BORDER=1 CELLSPACING=0 CELLPADDING=3 FRAME="box" BGCOLOR="#C2D6D6" >
+
| <FONT SIZE=2>
<TR><TD>
 
<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>
+
|}
</TD></TR>
 
</TABLE>
 

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.

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.

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.
Example: GL_COLOUR = #FF9030; //Orange

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]
LUMP=WATERMAP;
START=0;
LENGTH=32;
SPECIAL=NO_FLASH;