Linedef Type 16
From SRB2 Wiki
Linedef Type 16, the Colormap special, floods a certain area with a certain color at the specified intensity. When setting up the Colormap special, the color and intensity used is taken from an HTML-like color code, specified in the Front Above texture of the special linedef.
The format used for the Above texture is #RRGGBBA, where RR, GG, and BB are two hexadecimal digits for determining each color: red, blue, and green, respectively. The A at the end stands for "alpha", and is a number or letter indicating the intensity of the colormap from A-Z, and then 0-9, with A being the most transparent and 9 being the most opaque. Note that the alpha value is not hexadecimal.
Tag the special linedef to the sector or sectors that will affected by the colormap. It generally does not matter what sector the special linedef is tagged to, but tagging two colormap specials to one sector is unadvised, as this can cause problems.
Note that OpenGL handles colormaps differently than from Software mode. While Software mode may appear to flood the sector adequately with the specified color, OpenGL handles the intensity differently so the effect may not be as strong. Also, OpenGL's higher plethora of colors allows for a closer display of the specified color; in Software mode, the specified color is adapted to the limited 256 color palette.
Contents |
Examples
- Example WAD: ex_ld_colormap.wad
- See Color Codes for an extensive list.
Examples from Official Levels
- Techno Hill Zone Act 2: A colormap is used beside THZ Alarms to simulate a red floodlight.
- All maps with water: Most if not all water blocks in the official maps apply the colormap
#0000FFJ. - All maps with slime: Same with slime—slime applies the colormap
#E000E0S.
Common Colormap Values
- Regular Water -
#0000FFJ - Acid -
#008000J - THZ Slime -
#E000E0S - Alarm Floodlight (Red) -
#FF0000Z
Info Table
| Linedef Type # | 16 |
|---|---|
| Linedef Type | Lighting |
| Value Effects: | |
| All Control Sector Values | No Effect |
| Front Above Texture | Color and intensity of the Colormap |
| Front Main Texture | No Effect |
| Front Below Texture | No Effect |
| Tagged Sector Effects: | |
| Normal Target Sectors | Entire Sector Height |
| Shadowcasting FOF Control Sector | Below FOF |
| Nonshadowcasting FOF Control Sector | No Effect |
| Invisible FOF Control Sector | No Effect |
| Translucent FOF Control Sector | In OpenGL, Below FOF; otherwise no effect |
| Light/Half Light Block Control Sector | Works; depends on special |
| Water Opaque/Translucent FOF Control Sector | Within and Below FOF |
| Untagged | All Untagged Sectors |
| Linedef Types - Lighting | [view] | |
|
Adjustable Pulsating Light • Adjustable Flickering Light • Ceiling Lighting • Floor Lighting • Colormap | ||

