Remove Boom special colormaps.

We’re not a Boom IWAD anymore, we can get rid of these.
This commit is contained in:
Mike Swanson 2017-02-19 12:04:58 -08:00
parent 7c3d101327
commit 63b72dbd63
3 changed files with 2 additions and 75 deletions

View file

@ -190,17 +190,6 @@ DEMO4 = demo4_p1
#endif /* #ifdef DOOM2 */
; boom colormaps
C_START
BLOODMAP
BLUEMAP
LAVAMAP
NUKEMAP
FOGMAP
MFADEMAP
C_END
; Textures:
#ifndef DOOM2

View file

@ -1,8 +1,6 @@
PLAYPAL = ../playpal/playpal-base.lmp
COLORMAPS = colormap.lmp \
bloodmap.lmp bluemap.lmp lavamap.lmp nukemap.lmp \
fogmap.lmp mfademap.lmp
COLORMAPS = colormap.lmp
all: $(COLORMAPS)
cp $(COLORMAPS) ../
@ -10,42 +8,7 @@ all: $(COLORMAPS)
colormap.lmp: $(PLAYPAL) colormap.py
./colormap.py $(PLAYPAL) > colormap.lmp
# Blue colormap applies a full blue tint. The brightness here is
# adjusted slightly because the default is too dark.
bluemap.lmp: $(PLAYPAL) colormap.py
./colormap.py --tint_color='#0000ff' --tint_pct=100 \
--tint_bright=0.6 $(PLAYPAL) > bluemap.lmp
# "Fog" effect maps that darken to a color other than black:
fogmap.lmp: $(PLAYPAL) colormap.py
./colormap.py --dark_color='#505050' $(PLAYPAL) > fogmap.lmp
mfademap.lmp: $(PLAYPAL) colormap.py
./colormap.py --dark_color='#2b230f' $(PLAYPAL) > mfademap.lmp
# "Liquid" colormaps that apply a tint. With a liquid effect we also
# usually want to use --dark_color as well, because we want to darken
# to something like the liquid color instead of black.
bloodmap.lmp: $(PLAYPAL) colormap.py
./colormap.py --tint_color='#ff0000' --dark_color='#500000' \
--tint_pct=100 $(PLAYPAL) > bloodmap.lmp
# TODO: The current lava effect is just very bright orange. Before the
# change to programatically-generated lavamap we had a better effect.
lavamap.lmp: $(PLAYPAL) colormap.py
./colormap.py --tint_color='#ff6000' --tint_pct=80 \
--tint_bright=0.8 --dark_color='#ff6000' \
$(PLAYPAL) > lavamap.lmp
nukemap.lmp: $(PLAYPAL) colormap.py
./colormap.py --tint_color='#00ff00' --tint_pct=70 \
--dark_color='#005000' $(PLAYPAL) > nukemap.lmp
clean:
rm -f $(COLORMAPS)
rm -f $(COLORMAPS) ../$(COLORMAPS)
.PHONY: clean

View file

@ -2950,31 +2950,6 @@ PORAN 64 128
PWHITE 64 128
* PWHITE 0 0
; These are actually colormaps included in the Freedoom IWADs.
; They don't need texture entries, but the colormap names are used
; on property transfer lines, to apply a colormap to a sector or
; region. This can cause source ports that aren't Boom compatible
; to bomb out with invalid texture errors.
; While technically Freedoom is only for Boom-compatible source
; ports, it's nice to be at least able to load the level, and
; having dummy texture entries for the colormaps doesn't seem to
; do any harm (I checked several source ports to check colormaps
; were still applied correctly).
WATERMAP 128 128
* WALL24_1 0 0
BLOODMAP 128 128
* WALL24_1 0 0
BLUEMAP 128 128
* WALL24_1 0 0
LAVAMAP 128 128
* WALL24_1 0 0
NUKEMAP 128 128
* WALL24_1 0 0
FOGMAP 128 128
* WALL24_1 0 0
MFADEMAP 128 128
* WALL24_1 0 0
; Sign shown on the dummy.wad level to indicate that a level hasn't
; been made for this slot yet.
DLEVSIGN 128 128