under water blueish color

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death734
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under water blueish color

Post by death734 »

i know how to and have made a map with a water area in it. but once i go into the water. the color still looks normal, but i can float around in it so i did that part right. but i cant figure out how to give it that blue underwater color that you would see in the demo.wad file and other zdoom maps
http://www.zdoom.org/files/examples/demo.zip

i've tried looking at behavior scripts and objects in other maps that have blue water color in it but i just cant figure out how to make it have that underwater color in my map.
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deathz0r
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Post by deathz0r »

Sector_SetColor(sectortag,0,0,255);

The appropiate sector (wherever the deep water object is) requires a sector tag.
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Enjay
 
 
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Post by Enjay »

Or put the colour you want on the lower texture of the transfer heights line as a number in the format AARRGGBB (alpha, red, green, blue) or put the name WATERMAP on the lower texture and Zdoom will generate a reasonable watery colour under the water.
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Graf Zahl
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Post by Graf Zahl »

Or combine both for the best effect.
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Bio Hazard
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Post by Bio Hazard »

How does the AARRGGBB format work anyway? It can't be hex because hex doesn't seem to produce the correct colors when I specify it that way.
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Graf Zahl
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Post by Graf Zahl »

Of course it's hex

AA=alpha
RR=red
GG=green
BB=blue,

one byte each.
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Enjay
 
 
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Post by Enjay »

Graf (or someone else who knows the code) can you please tell me which AARRGGBB values Zdoom uses when you place WATERMAP on the lower sidedef?
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Graf Zahl
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Post by Graf Zahl »

80004fa5
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Enjay
 
 
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Post by Enjay »

Thank you.
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Post by Ajapted »

Doesn't WATERMAP use a colormapping lump (as in Boom) ?
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Enjay
 
 
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Post by Enjay »

No, WATERMAP was added for BOOM compat because a WATERMAP lump came with BOOM, but Zdoom generates the colour effect itself.
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Graf Zahl
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Post by Graf Zahl »

ZDoom's looks much better.
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Post by Zippy »

Enjay wrote:or put the name WATERMAP on the lower texture and Zdoom will generate a reasonable watery colour under the water.
I learned something today.
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Post by wildweasel »

Man, if I'd known that when I was making that underwater base map...(And now I deleted it...)
death734
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Post by death734 »

ok, i got that figured out now.
so with doom builder you gotta click your green line making the thing water, then click sidedefs, then put those numbers in the top right area

water (FWATER1) = 670000FF or WATERMAP
Lava (LAVA1) = 99FF0000
Brown Slime (SLIME01) = B3703000
Green Slime (NUKAGE1) = 6700FF00
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