SRB2 Level Editing Made Easy
Colouring the Water
To make the water the right colour, you must create a colourmap effect.
First create another tiny sector off to the side of the main level.
Again, 64x64 is a good size, though it isn't that important what size
you choose.
This time, you don't even have to change any sector properties. Just
edit the properties of one of the linedefs — any of the four — and set
its type to "Colormap," in the "Lighting" class. Set the sector tag to 2.
This is tricky; why not 1? We want the colour map to work in the
affected sector that has a tag of 1.
Well, if we set it to 1, it would apply to the affected sector — above
water! Since we want the colour map to work underwater, we'll set that
to 2. Also go back to the control sector (
not the control linedef!) for the
water block and tag that to 2. Yes, the same sector can be both an
affected sector and a control sector (but not in regards to the same
tag).
Now you have to set the above texture for the (front) sidedef to
something special. You won't be setting it to a real texture, but some
text beginning with a #. The # is called either a pound or a hash (or
even something else) depending on who ask. (I prefer to call it a hash
because I think "hash" is a nice word.) The format for this weird
texture-that's-not-really-a-texture is:
#rrggbba
Here you specify a colour and an amount of translucency. The colour is
made by combining red, green, and blue values — most colours are made
this way in computer programs — where red and green make yellow, green
and blue make cyan (which looks kind of like light blue, but isn't), and
red and blue make purple. (Orange is made by mixing red and green so
that there's more red than there is green, instead of keeping the red
and green values equal, which you would do to make yellow.)
The "rr", "gg", and "bb" values are in hexadecimal, base 16. They can
be from 0 (hexadecimal 00, none of that colour) to 255 (hexadecimal FF,
as much of that colour as possible). So if we forgot about the "a" part
at the end for a second, and left it off (you can't actually do this in
the texture value), some colours would be:
#000000 - black
#FFFFFF - white
#808080 - medium grey
#404040 - dark grey
#C0C0C0 - bright grey
#FF0000 - bright red
#800000 - dark red
#FFFF00 - bright yellow
#808000 - dark yellow
#00FF00 - bright green
#0000FF - bright blue
#00FFFF - bright cyan
#800080 - dark purple
#400040 - really dark purple
Hopefully you get the pattern by now. You can use Windows Calculator to
convert between base 10 (decimal) and base 16 (hexadecimal), if you have
it set to operate in scientific mode.
The "a" stands for "alpha," and controls translucency. That means how
see-through the colour map is. The value here is not hexadecimal, but
can be anything from A to 9 (the possible values are
ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789), where A is completely
transparent and 9 is almost completely opaque. (Note: An old version of
the guide had these settings in the wrong order. They are correct now.)
All this information will serve you well when you want to create
specialised colour maps for various purposes. But we just want our water
to be coloured right. The setting for normal water is #0000FFJ, so stuff
that into the "above" texture:
Press OK, save, and try your level again.
That's the authentic water you're used to seeing in Greenflower Zone.
Your water creation is now done.
Slime, by the way, is #E000E0S. If you want to make slime instead of
water, you'd also have to make it painful — that's done by setting the
affected sector's sector type (at the top of the sector properties
dialog) to "Slime Hurt." Finally, you'd have to set the control sector's
floor and ceiling to CHEMG01 instead of FWATER1. Try changing this
level's water to slime if you find the concept interesting.