colmap.ddf

Stored in colmap.ddf. Lump is DDFCOLM

Colmap.ddf allows you to modify how colourmaps are used in the game, and are useful for creating interesting lighting and other special effects such as fog.

Each entry describes a "colourmap". A colourmap is a sequence of "coltables". A coltable is a single 256 byte section of a colourmap lump (such as the "COLORMAP" lump in EDGE.WAD), which maps a set of 256 palette colours to another set of palette colours.

The name in [ ] can be used in other DDF files to refer to that particular colourmap. See sectors.ddf and lines.ddf.

If you want to make coloured lighting, fog or other special lighting effects, you can use a program such as inkworks (available from most doom ftp sites). TeamTNT (the guys who made the boom engine) also created a nifty little colourmap editor called cmaptool. It is packaged up in a tools/utility package on the TeamTNT web site.

COMMANDTYPEEXPLANATION
LUMP[string] The lump name which contains this colourmap.
START[integer] The offset into the lump where this colourmap begins, in terms of whole coltables (0, 1, 2, etc).
LENGTH[integer] The number of coltables in this colourmap. Defaults to 1 if omitted.
PRIORITY[integer] When multiple "special effects" that use colourmaps (e.g. invulnerability & night vision) are active, then the one with the highest priority value gets used. defaults to 0.
SPECIAL[special] A comma separated list of special flags.

SPECIALS

These allow some control over the ways the colourmap is used.

SPECIALEXPLANATION
NO_FLASH Usually when the player fires a weapon, there is a brief flash of light. When using a fog effect (for example), this flash can look weird. This flag disables the gun flash for all sectors using this colourmap.
NO_SKY Using this flag, the sky will be unaffected by the sector's lighting or colourmap, and drawn using the [SKY] colourmap instead.

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DDF docs written by Andy Baker and Ziggy Gnarly, with updates by Andrew Apted.
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