Linedef Type 16

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Colormap. In this setting, the entire sector is flooded with the specified color and intensity.
Colormap. In this setting, the entire sector is flooded with the specified color and intensity.

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 LightAdjustable Flickering LightCeiling LightingFloor LightingColormap

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