COLORMAP and PLAYPAL

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Hasuak
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COLORMAP and PLAYPAL

Post by Hasuak »

Okay, I've decided to fix those annoying colour changes eg. red surfaces turn brown in the distance. I know how to modify PLAYPAL, but does anyone know how to recolour COLORMAP correctly? I've tried InkWorks but it doesn't really change anything. I want to make all the colours in COLORMAP have only one colour at once, so they keep the colour, no matter how far or bright/dark they go.

I know it's possible because Action Doom 2 had recoloured them. Anyone?
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esselfortium
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Re: COLORMAP and PLAYPAL

Post by esselfortium »

As far as I know, ZDoom doesn't support modified colormaps, as it instead uses hardcoded palette flashes and somewhat smoother light diminishing.

Action Doom 2 used a lot of full-bright sectors and manually-recolored textures to achieve its effects.
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Hasuak
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Re: COLORMAP and PLAYPAL

Post by Hasuak »

I must disagree.

If ZDoom had hard-coded colormaps, how would it render all colormaps differently in different IWADs? Action Doom 2 had many different -MAP files, such as REDMAP, GREENMAP, BLUEMAP etc. I do not know how they were made, but it is possible to make them.

Community calling Scuba Steve for more information!
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Enjay
 
 
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Re: COLORMAP and PLAYPAL

Post by Enjay »

Those -maps probably came from the distribution of the Boom source port or its editing tools. They are meant to be used on linedefs with the transfer heights special to set the colour underneath water etc. Zdoom does support them, but there is no need to use them at all because, in Zdoom, simply putting the hex number of the colour you want on the line instead does the job.
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Graf Zahl
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Re: COLORMAP and PLAYPAL

Post by Graf Zahl »

ZDoom uses the light diminishing portions of COLORMAP - but not the invulnerability portions. However, ZDoom is capable of creating special colormaps on the fly, e.g. for fog or colored light.
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