Linedef type 606
Linedef type 606, Colormap, is a type of linedef special which floods every tagged sector with a specific color at a desired intensity. This effect is commonly used to give water and other liquids a colored hue when inside them, but is also used for many other visual effects.
The color and intensity used is taken from an HTML-like hexadecimal color code, specified in the front side upper texture of the special linedef. The format used for the color codes is #RRGGBBA, where RR, GG, and BB are two hexadecimal digits for determining each color: red, green, and blue, respectively. The A at the end stands for "alpha", and is a letter indicating the intensity of the colormap from A–Z, with A being the most transparent and Z being the most opaque. Lowercase letters a–z can also be used, as they act exactly the same as the uppercase letters. Note that the alpha value is optional – if no alpha value is given, or anything besides letters is used, the colormap's alpha value will default to full opacity (Z).
By default, all generated colormaps will fade towards black (#0000000) as the brightness level in a sector decreases towards total darkness. This can be modified by additionally supplying a color code in the front lower texture field, in the same format detailed above for the front upper texture field – if one is given, this color will become the new color the colormap fades to instead of black. This can be used to create fog effects.
The front middle texture field can also be used to set extra colormap settings. Unlike the other texture fields, the format used here is #ABBCC, where BB and CC are two-digit decimal numbers indicating starting and ending "colormap" numbers for the linedef's colormap to fade over. These must be within a range of 0–32 and 1–33 respectively (defaults are 0 and 33) – 0–31 are the 32 different brightness levels for the Software rendering mode, while 32 and 33 are unused by SRB2 (see
COLORMAP). The A at the start is a single-digit number from 0–9 (default is 0), and determines whether to use fog block-like plane lighting for translucent FOFs and PolyObjects or not, if the colormap is applied to their control sectors – this enables the top and bottom planes of such an FOF/PolyObject to use the control sector's brightness level instead of being displayed at full brightness. The numbers 1–9 turn this setting on; 0 or anything else turns it off.
It generally does not matter what sector the special linedef is tagged to, but tagging two colormap specials to one sector is not recommended, as this can cause problems.
Common colormap values
|Alarm floodlight (red)||#FF0000Z||#0000000 (default)|
|Flip-gravity FOF (light blue)||#00AAFF0||#00AAFF0|
|ERZ2 teleporter (yellow)||#999999D||#FFFF00Z|
|RVZ lava (orange)||#FF7F00Z||#FF7F00Z|
|THZ goo water (lavender)||#CF7FCFZ||#0000000 (default)|
|Old THZ slime (purple)||#E000E0S||#0000000 (default)|
|Generic water (blue)||#40A0FFJ||#0000000 (default)|
|ACZ water (dark blue)||#0004FFJ||#0000000 (default)|
- Example WAD: ex_ld606_colormap.wad
- This example WAD can be played in any gametype. It uses
MAP01, replacing Greenflower Zone Act 1.
|Linedef types – Lighting||[view]|
|Floor Lighting • Ceiling Lighting • Adjustable Pulsating Light • Adjustable Flickering Light • Adjustable Blinking Light (unsynchronized) • Adjustable Blinking Light (synchronized) • Colormap|