CreateTranslation

From ZDoom Wiki
Jump to navigation Jump to search

void CreateTranslation(int transnumber, a:b=c:d, ...);
void CreateTranslation(int transnumber, a:b=[red1,green1,blue1]:[red2,green2,blue2], ...);

CreateTranslation creates a new palette translation, and Thing_SetTranslation causes a thing to use the palette translation you have created. A palette translation is what Doom uses to create the different colored players in multiplayer games. Translations are not remembered across maps, so each map that uses a translation needs to create that translation in a script. You can define up to 65535 different palette translations for each map.

Creating a translation

There are three basic forms for the CreateTranslation command. In its simplest form, you just pass CreateTranslation a translation number, and it resets it so that no translation occurs. This form looks like CreateTranslation(x); where x is some number between 1 and 65536.

In its other two forms, CreateTranslation can change the translation to actually recolor things. After the translation number, you include the range of palette entries to change followed by the colors to change them to. The colors they get changed to can be either palette entries or RGB values. To remap using palette entries, use CreateTranslation(x, a:b=c:d);. This replaces palette entries ab with palette entries cd. To remap using RGB values, use CreateTranslation(x, a:b=[red1,green1,blue1]:[red2,green2,blue2]);. This will replace palette entries ab with colors starting at [red1,green1,blue1] and spreading to [red2,green2,blue2]. You can also remap more than one range in a translation by separating them with commas.

Modders can also now define saturated translations with CreateTranslation(x,a:b=%[red1,green1,blue1]:[red2,green2,blue2]);. The minimum float values for this type of translation are 0.0, while the maximum is 2.0.

Examples

Here are some examples using the standard green range of the Doom palette (indices 112 to 127):

  // This is the standard gray/indigo range
  CreateTranslation (1, 112:127=96:111);
  // This is a white range
  CreateTranslation (2, 112:127=80:95);
  // This is the standard brown range
  CreateTranslation (3, 112:127=64:79);
  // This is a peach range
  CreateTranslation (4, 112:127=48:63);
  // This is the standard red range
  CreateTranslation (5, 112:127=32:47);
  // This is a pink range
  CreateTranslation (6, 112:127=16:31);
  // This is a range from yellow (255,255,0) to black (0,0,0)
  CreateTranslation (14, 112:127=[255,255,0]:[0,0,0]);
  // This is two ranges in one translation.
  // The first range creates an ugly suit colored from green to red.
  // The second makes his skin reddish.
  CreateTranslation (15, 112:127=[0,255,0]:[255,0,0], 79:48=47:16);
  // This rather lengthy example almost completely recolors the Cyberdemon.
  // The first three ranges change the Cyberdemon's skin to red.
  // The next two ranges make his abdomen blue.
  // Finally, the last two ranges make his muzzle flash blue as well.
  CreateTranslation (1, 64:79=32:47, 48:63=47:32, 144:151=32:47, 32:47=192:207,
  168:191=192:207, 224:231=[255, 255, 255]:[128, 128, 255], 208:223=192:207);

How it's Done

Assigning these translations to things is done with Thing_SetTranslation. It can also be done in DECORATE with the Translation tag.

For reference, see here for numbered palettes for each supported game.