=========================================================================== Archive Maintainer : Remove mail address. Upload to graphics. Includes ''Additional Info''. Uploaded with permission of Esselfortium Primary purpose : Examples of TRANMAP effects; No levels included =========================================================================== Title : Tranmap-FX: TRANMAP effect examples Filename : tranmap-fx.zip Release date : 09/06/08 (September 6, 2008), /idgames upload date 05/18/21 (May 18, 2021) Author : Esselfortium. Uploaded with permission by Rick ''Red'' Commandeur. Email Address : [redacted] Other Files By Author : btsx_e1.zip btsx_e2.zip And lots more Description : What follows is the explanation as given at this DoomWorld thread: https://www.doomworld.com/vb/thread/44165. ''I discovered tonight that Boom's TRANMAP lumps (precalculated translucency tables) are effectively 256x256 flats, meaning they can be edited in Photoshop, Paint.NET, or any other decent image editor that supports layers. This means that they can be manually created and used for all sorts of cool things that basic translucency can't do. With it I've created Boom-compatible additive blending, grayscaling effects, color inversion, hue-shifting, and all sorts of other useful things. They work perfectly in PrBoom and Eternity, but ZDoom completely ignores the TRANMAP lumps, totally breaking the effects.'' How to create : ''To create a tranmap, open TRANS100.bmp in your image editor of choice, and create a new layer with those same color bars from TRANS100.bmp in it (just copy and paste, or duplicate the layer). Then rotate it 90 degrees counter-clockwise (putting the purples on the right), and set its opacity to the amount of translucency you want. Changing the brightness or coloring of the horizontal bars will affect what's behind the midtexture, and changing the vertical bars in the transparent layer will affect the transparent midtexture itself. Now import it into your wad with whatever lump name you want, and use the Save As Doom Flat menu item in XWE to put it into the correct format. To use it in a map, tag all the lines you want to make translucent, but do not set special 260 (translucent line) on them. Put a line in a dummy sector somewhere that has special 260 and that sector tag, with your tranmap lump's name as its middle texture. If you've done it right and you're using a Boom-compatible port that's not ZDoom, it should work.'' Examples : ''Here are a few sample tranmaps. They need to be converted to Doom flats in XWE or SLADE before you can use them: TRANSB_W.png - Turns everything behind the midtexture into grayscale, without actually making the midtexture itself visible. TRANSBW2.png - Makes the midtexture and everything behind it grayscale. TRANSAD2.png - Bright additive blending. TRANS-ADD-100.png - Variant to 100%. TRANSIN2.png - Inverts the colors of everything behind the midtexture, without displaying the midtexture itself. TRANSIN3.png - Inverts the colors of the midtexture and everything behind it. TRANSINV.png - Inverts the midtexture only, but not what's behind it.'' Additional Info by Red : This is a collection of TRANMAP effects and a example WAD released by Esselfortium in 2008, which can also be used as a test/benchmark for these unique special effects. They exploit a underutilized feature of the Boom source port, called TRANMAPS. These were hosted on a now defunct website, http://sl4.poned.com/screens/tranmap-fx/tranmaps/. Through Archive.org and private communications with the author, the various graphical effectexamples and the WAD (tranmaps.wad) have been resurfaced and are now given a permanent residence on /idgames. ZDoom has since the original release recieved partial TRANMAP support, but does not support all effects properly, nor does ANY GL-based port. These effects are ought to work best in 8-bit software mode and with a port that supports TRANMAPS in the first place (Boom-compatible). TRANS-ADD-100 was not included in the original thread, but was found through archive.org. Also included are screenshots in a separate folder that showcase the various visual effects shown in the example WAD. This is uploaded for historical preservation and educational purposes only. You may study its contents, and thinker with the ''base'' bitmap and other examples, but the package is unsupported. I have prepared this package for inclusion on /idgames. What runs this : Boom (duh), PrBoom and variants, Eternity, ZDoom (Partially, but does not support all effects) In theory, any Boom-compatible port with TRANMAP support should be able to run this. What does not run this : ANY OpenGL based port, any port that isn't Boom-compatible Additional Credits to : Esselfortium (For permission, additional details, ''Esselmagik''), Rick ''Red'' Commandeur (Uploader), www.DoomWorld.com for hosting =========================================================================== * What is included * New levels : No Sounds : No Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : No * Play Information * Game : DOOM II Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Not implemented * Construction * Base : TRANS100.bmp Build Time : I imagine a few days. Editor(s) used : Photoshop * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors