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Colors revisited
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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Jul 08, 2013 7:31 am    Post subject:  Colors revisited Reply with quote  Mark this post and the followings unread

Colors section in rules.ini:

Color definition under [Colors] section are typically used for remapable SHPs and Voxels
(Playing Side color, tiberium, chemical missile voxel etc.). Color values are numbers (0-255),
representing hue, saturation and brightness(lumination). RadarColor, LaserColor,
Railgun ColorList, RadialColor etc. does not use this.

Multiplayer/Skirmish side color(MP0-7) and top bar text color in playing screen are
dependant on the location in the list. e.g. 14th in the list is used for 5th color in
multiplay screen color dropdown (numbering from 0, 13th = MP4). LightGrey and Green
names are hardcoded in the Game.exe and are location independent. LightGrey is a combined
color for civilians, cameo text and queue count on the cameos. Green is used by game engine
for version info and map loading screen text.

An example set of eye-candy color values. Listing only the relevant ones in [Colors] section:

LightGold=34,128,255        ; 0 - Top Bar text -> Options, Credit
Gold=34,160,255             ; 1 - MP0 Gold
LightGrey=98,75,255         ; 3 - Civilians, CameoText, QueueCount
DarkRed=0,235,255           ; 10 - MP1 Red
Orange=15,222,255           ; 13 - MP4 Orange
Magenta=216,200,255         ; 16 - MP7 Pink
Purple=14,200,139           ; 19 - MP6 Purple to Brown (Exe Hex edit, language.dll resc change)
DarkBlue=160,186,210        ; 23 - MP2 Blue
DarkSky=142,228,255         ; 27 - MP5 Sky Blue
DarkGreen=70,245,225        ; 36 - MP3 Green

In this example, Brown and Blue are dark colors. If not using minimap, they can be a lot lighter.
Civilians (Neutral and Special sides) get little color instead of grey.

Adding new color keys, works:

PurpleRed=216,228,255       ; 50 (0-49 is not the limit)
GreyOrange=16,228,230       ; 51
BlueGreen=120,228,230       ; 52

RA2 uses a smaller set of colors. They have less saturation and more lumination, so lighter.
ModEnc says a limit of 50 for RA2. Tried 20 more colors once, long ago, numbering upto 70 and
they work in TS.

For EXE hex edit change and language.dll color renaming:
http://www.ppmsite.com/forum/viewtopic.php?t=33832

Game will not crash, if hex editing and language.dll resource hacking is not done. Only
the side color selection dropdown will remain the same. When Purple is selected, brown will
be used.

Edit: LightBlue is hardcoded for Ready text on completion of building/superweapon on their
icons/cameos. Seen usage of Blue, Grey and Yellow in game.exe, so these colors might also
have hardcoded reference.


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI 

Last edited by E1 Elite on Tue Apr 29, 2014 7:25 am; edited 1 time in total

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jul 08, 2013 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome info!

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PPM Halloween Season 2021

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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Jul 08, 2013 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Additionally, instead of renaming any existing colors like Purple to Brown, it can be pushed
down the list above 50. This way, any usage of that name will not be missed.

If you have a new color name Brown at number 19, Purple can be retained at number 50
and above. Example:

Brown=14,210,164 ; 19 - MP6 To Brown (Hex edit to change dropdown in game UI)

Purple=200,235,255 ; 50
PurpleRed=216,228,255 ; 51

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