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🎨 How map colours work

Read this once before you touch a colour picker. Joint Ops has six colours you can set, two of them work at half strength, and there are two ways to set them: fixed for the whole map in MED, or changing during the match with Nile or a WAC script.

The six colours

ColourWhat it changesRange
Fog (distance haze)The haze that things fade into as they get further away. Far hills, trees and buildings end up this colour.0-127 (drawn double)
Horizon (fog band)The band of sky right behind those far-away things. In WAC it is called skyfog.0-127 (drawn double)
Sun / moon lightThe colour of the direct light from the sun, or the moon at night.0-255
Sky light (from above)The soft light that comes down from the whole sky, filling in the shadows.0-255
Ground light (from below)Light bouncing back up off the ground onto the underside of things.0-255
Lightning flashThe tint of the flash when lightning strikes.0-255

Every colour is three numbers: Red, Green, Blue, each from 0 (none) to 255 (full). 0,0,0 is black, 255,255,255 is white, 255,0,0 is pure red.

Fog and horizon are at half strength

The game doubles the fog and horizon numbers before it draws them. So a fog of 100,50,25 shows on screen as 200,100,50, and anything above 127 is already at full. That is why fog boxes say 0-127.

Typing 255 into a fog box does not give "a bit of red": it is double full strength, so far objects turn into flat, solid red shapes. Halve the colour you want: for a red haze of 220,40,40, type 110,20,20.

Always set fog and horizon together

Far-away objects fade into the fog colour, but the sky behind them is the horizon colour. If you only change one, distant things stand out against a sky of a different colour, like cut-outs. Give them the same colour (or close) and they blend in. MED's Map Colours window has a Horizon same as fog tick box for exactly this, ticked by default.

The day/night cycle

Every Joint Ops map uses an environment file (.env, picked in MED's General Information) that paints the fog, horizon, sun, sky and ground colours over the course of the day, again and again while the map runs. That is why a colour you set the normal way never stuck before: the next tick painted over it.

With the FMJ DLL, a colour you set holds: the day/night cycle keeps running for everything else, but the colours you set stay. Set a colour to any number above 255 (for example 999,999,999) and it lets go again, going back to the map's own colour.

Two ways to set colours

MED Map ColoursNile actions / WAC script
WhenThe whole map, from the first frameDuring the match, whenever your event fires
Saved inThe map itself (.bms)The map's script (.wac)
Reaches players byEvery player gets the map header when they join, so they already have itThe server sends each change to every player
FadesNo, it is just thereYes, with colorfade(seconds) first
"Off" (above 255) goes back to-The MED colour if the map has one, else the day/night colour

Use both together: MED for the map's normal look (a dusty tan haze), scripts for moments (the sky turns red when the base falls, then back).

Who sees the colours

ServerPlayerWhat the player sees
FMJ DLLFMJ DLLEverything: MED colours and scripted changes, also when joining late (within 30 seconds).
no DLLFMJ DLLMED colours only (they come with the map). Scripted changes never arrive.
FMJ DLLno DLLThe map's normal day/night colours. Nothing breaks.
no DLLno DLLThe map's normal day/night colours. Nothing breaks.

Things that are not colours