by Nmn » Thu Aug 11, 2005 2:03 pm
Well in this case.. the only control over the denseness is actually the sector's brightness

Mapinfo would have to modify the overal lighting of the level..
It's simple-in Doom the colormap lump uses the pallette and assigns different indexes to colors in different light levels, so in red in 255 is red, in 128 is dark red and so on.
Fade and fog work exactly the same, except they don't darken colors, but affect them like in fog-brighten, desaturate, whatever

still using only the 255 colors from the playpal lump (because more than 256 colors cannot be displayed on the screen in 8-bit mode, but I think You know that).
Well in this case.. the only control over the denseness is actually the sector's brightness ;) Mapinfo would have to modify the overal lighting of the level..
It's simple-in Doom the colormap lump uses the pallette and assigns different indexes to colors in different light levels, so in red in 255 is red, in 128 is dark red and so on.
Fade and fog work exactly the same, except they don't darken colors, but affect them like in fog-brighten, desaturate, whatever ;) still using only the 255 colors from the playpal lump (because more than 256 colors cannot be displayed on the screen in 8-bit mode, but I think You know that).