diff --git a/buildcfg.txt b/buildcfg.txt index 7200f334..a9511783 100644 --- a/buildcfg.txt +++ b/buildcfg.txt @@ -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 diff --git a/lumps/colormap/Makefile b/lumps/colormap/Makefile index fbefa05c..e2a98be8 100644 --- a/lumps/colormap/Makefile +++ b/lumps/colormap/Makefile @@ -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 - diff --git a/lumps/textures/textures.cfg b/lumps/textures/textures.cfg index bfbf2d12..41fe3631 100644 --- a/lumps/textures/textures.cfg +++ b/lumps/textures/textures.cfg @@ -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