Need RGB values for turquoise-colored water

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ReX
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Need RGB values for turquoise-colored water

Post by ReX »

In ZDooM, it's possible to get turquoise-colored (under)water by assigning the value 80008080 to the lower texture of the sidedef that is used for the Transfer_Height special. In GZDooM, the only way that I know of getting underwater color is by using Sector_SetColor (and Sector_SetFade as an option) on the control sector. What is the RGB equivalent of 80008080? (I've been trying different combinations, but I can't get exactly what I need. I think I've used it in some of my very early ZDooM projects, but I don't recall which ones.)

And while I'm at it, what are the RGB values for grey-colored water?

[EDIT: I meant to say GZDooM in my second sentence, not ZDooM.]
Last edited by ReX on Sun Sep 28, 2008 8:53 am, edited 1 time in total.
CaptainToenail
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Re: Need RGB values for turquoise-colored water

Post by CaptainToenail »

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Rachael
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Re: Need RGB values for turquoise-colored water

Post by Rachael »

Turqoise: 00FFA0, Red: 0, Green: 255, Blue: 160
Gray: 808080, Red: 128, Green: 128, Blue: 128 (Gray is really just dark white)

If you need any other shade or any other color, let me know. You can shift it more towards blue by increasing the blue value, and more towards green by decreasing the blue value.
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Re: Need RGB values for turquoise-colored water

Post by Gez »

SoulPriestess wrote:Gray: 808080, Red: 128, Green: 128, Blue: 128 (Gray is really just dark white)
Or bright black. :P
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ReX
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Re: Need RGB values for turquoise-colored water

Post by ReX »

Many thanks to all of you.

The colors & fade properties I ended up using are:

Code: Select all

	Sector_SetColor(192, 175, 238, 238);	//Underwater color (turquise) in water treatment area
	Sector_SetFade(192, 64, 64, 64);	//Underwater color in water treatment area
	Sector_SetColor(193, 176, 176, 176);	//Underwater color (grey) in water treatment area
	Sector_SetFade(193, 64, 64, 64);	//Underwater color in water treatment area
The turquoise color & fade aren't quite the same as I get with using 80008080 in ZDooM, but it'll do for now.
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Re: Need RGB values for turquoise-colored water

Post by Gez »

By the way, I'm confused:
ReX wrote:In ZDooM, it's possible to get turquoise-colored (under)water by assigning the value 80008080 to the lower texture of the sidedef that is used for the Transfer_Height special. In ZDooM, the only way that I know of getting underwater color is by using Sector_SetColor (and Sector_SetFade as an option) on the control sector.
You're contrasting ZDoom with ZDoom? ZDoom doesn't work like ZDoom does? The only way of doing something in ZDoom is different from how it's done in ZDoom? :o
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Re: Need RGB values for turquoise-colored water

Post by Graf Zahl »

ReX wrote:Many thanks to all of you.

The colors & fade properties I ended up using are:

Code: Select all

	Sector_SetColor(192, 175, 238, 238);	//Underwater color (turquise) in water treatment area
	Sector_SetFade(192, 64, 64, 64);	//Underwater color in water treatment area
	Sector_SetColor(193, 176, 176, 176);	//Underwater color (grey) in water treatment area
	Sector_SetFade(193, 64, 64, 64);	//Underwater color in water treatment area
The turquoise color & fade aren't quite the same as I get with using 80008080 in ZDooM, but it'll do for now.

80008080 is simply 0,128,128 with a translucency of 50%.
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Re: Need RGB values for turquoise-colored water

Post by Ceeb »

I got a program on Softpedia called RGB Calculator. Drag the sliders until you make the color you want.

It's a handy thing to have. :P
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Re: Need RGB values for turquoise-colored water

Post by bagheadspidey »

wiki wrote:Zdoom supports the internal name "WATERMAP". If you place this on your linedef instead of a blend value, Zdoom will create a blend of the value "80004FA5" which is a nice misty underwater blue.
(from TransferHeights)

I'm not sure if that's what you meant, but it's the first thing that came to mind when I read your post...

I assume this means the following values:
  • alpha = 128
    red = 0
    green = 79
    blue = 165

edit - reading your post again I see that that's probably not what you meant, nevermind =p
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ReX
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Re: Need RGB values for turquoise-colored water

Post by ReX »

Graf Zahl wrote:80008080 is simply 0,128,128 with a translucency of 50%.
How can I achieve this as a special in an OPEN script? I.e., how do I introduce translucency in the special (or in another special)? The wiki didn't help.
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ReX
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Re: Need RGB values for turquoise-colored water

Post by ReX »

ReX wrote:
Graf Zahl wrote:80008080 is simply 0,128,128 with a translucency of 50%.
How can I achieve this as a special in an OPEN script? I.e., how do I introduce translucency in the special (or in another special)? The wiki didn't help.
Apologies for bumping this old thread, but I still haven't been able to resolve this problem. I've even asked the question in the GZDooM Forums, but there hasn't been an answer.

Surely someone has created underwater sectors in GZDooM with turquoise-colored water?
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Re: Need RGB values for turquoise-colored water

Post by CaptainToenail »

Yeah, I have, there's some in this resource here:

http://forum.zdoom.org/viewtopic.php?f= ... sd=a&hilit
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ReX
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Re: Need RGB values for turquoise-colored water

Post by ReX »

CaptainToenail wrote:Yeah, I have, there's some in this resource here:

http://forum.zdoom.org/viewtopic.php?f= ... sd=a&hilit
Thanks, Capt. I played the wad and opened it in a couple of editors to see what you had done. While it is a fine example of underwater lighting, it still doesn't solve my problem, for the following reasons:
  • 1. The underwater lighting is too bright, as pointed out by Ceeb. In other words the color may be a turquoise but it is a very faded version because of the lighting effects. I want a straightforward underwater turquoise color with translucency.
    2. You have used a colorized texture (flat) for the floor and walls of the control sector. I don't want to create any new textures or flats if possible, and simply want to make the underwater sector translucent with the turquoise color.
Thanks, anyway.
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