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Build engine port backed by GZDoom tech. Currently supports Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and Powerslave/Exhumed.
a7eb29027f
The syntax is as follows: makepalookup { <token-list...> } where valid tokens are * pal <palnum>: the palette number, 1 .. 250 * red <num>, green, blue (or r, g, b): the fog color components on a 0 to 63 scale. Components that are not present are assumed to be 0. * remappal <palnum>: the palette number to take the index remapping from, i.e. 21 for blue -> red. When absent, defaults to 0. * remapself: when present, specifies that the remappal is the same as the 'pal'. This is to prevent textual redundancy when overwriting existing palookups. Examples (best tested with tile #251): 1) makepalookup { pal 200 red 30 remappal 23 } This creates palookup 200 with a fog of (30,0,0) and a blue-to-yellow remapping (assuming it has not been changed before) 2) makepalookup { pal 21 red 30 remapself } This 'fogifies' palookup 21 with a red fog. 3) makepalookup { pal 21 red 30 } This overwrites palookup 21 with a red fog, but clears the blue-to-red remapping. The fog aspect of this command affects the GL modes just like 'fogpal', but the remapping has no effect for hightiles. - Also, silently clamp 'fogpal' r,g,b values to the range 0 .. 63. git-svn-id: https://svn.eduke32.com/eduke32@2568 1a8010ca-5511-0410-912e-c29ae57300e0 |
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