Doom monster
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Freedoom > Source code/Generator missing for some lumps
 
Author
All times are GMT. The time now is 05:36. Post New Thread    Post A Reply
fabian
Member


Posts: 257
Registered: 12-12


Today I wanted to understand how the colormaps and especially mfademap in the lumps/ directory work and how they are generated. However, that directory does only contain them as binary blobs. There is no code included to regenerate them, not even a text file with instructions.

Old Post 12-02-13 12:28 #
fabian is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
fraggle
Filled with the code of Doom


Posts: 7485
Registered: 07-00


These have always been just static lumps. They were added in the early days of the project. It would probably be best to redo them by generating them programatically (like the PLAYPAL and COLORMAP lumps are). In fact it would probably be fairly straightforward to adapt the COLORMAP generation script to do different effects.

Old Post 12-02-13 18:05 #
fraggle is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
fabian
Member


Posts: 257
Registered: 12-12



fraggle said:
These have always been just static lumps.

Even more then they should get replaced by a generation routine.


They were added in the early days of the project. It would probably be best to redo them by generating them programatically (like the PLAYPAL and COLORMAP lumps are). In fact it would probably be fairly straightforward to adapt the COLORMAP generation script to do different effects.

Great, do you think you could achieve that before the 0.8 release?

Old Post 12-03-13 05:45 #
fabian is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
fraggle
Filled with the code of Doom


Posts: 7485
Registered: 07-00


I now have a prototype of this working, though it probably needs some more tweaking to get right. The lavamap in particular is inferior to the statically generated lavamap, and I'm not quite sure what the effect is that was used there.

This opens the door to adding all kinds of new colormaps though. Anyone have any ideas?

Old Post 12-22-13 01:29 #
fraggle is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
fraggle
Filled with the code of Doom


Posts: 7485
Registered: 07-00


I reworked my previous commit and it is now in master.

Old Post 12-22-13 17:09 #
fraggle is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
fabian
Member


Posts: 257
Registered: 12-12



fraggle said:
I reworked my previous commit and it is now in master.


Looks good, thank you so much!

Old Post 12-23-13 16:29 #
fabian is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 05:36. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Freedoom > Source code/Generator missing for some lumps

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.