Posted: Sun Mar 03, 2019 10:54 am Post subject:
[YR] How does [ColorAdd] work, for non-programmers?
What I've been trying to do is change BerserkColor's tint effect on units affected by Psychedelic=yes warheads, so that they're tinted purple instead of red. I changed BerserkColor to 11, and figured the vanilla rulesmd's Purple=15,0,15 would make berserk units turn purple. But they turn greenish instead.
WW's comments on the [ColorAdd] section in the ini file have a lot of programming jargon that goes over my head. I get that the 3 values are supposed to be "Red,Green,Blue" in that order, but they aren't out of 255 like LaserInnerColor. QUICK_EDIT
They're binary based to convert to WW's choice of 5,6,5 color coding to support old monitors that can't understand 24-bit color (the usual 255 system). What this means is the maximums for each color are (in R,G,B) 31,63,31 meaning 15,0,15 is half colorized (the usual 128), changing browns to greens and other crazy color changes. What you want is at least 24,0,24. If you wanted to colorize it from from the usual system, take for example 200,50,175, you would divide by 8, 4, and 8 then take away 1 and round to the nearest whole number, so 200 would be 24, 50 would be 11 or 12, and 175 would be 21. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
After a bunch of painstaking guess-and-check, I found my ideal setting: Purple=12,0,24. The only things I edited were setting AllowedToStartInMultiplayer=yes on CAOS (and no on LTNK) so I could quickly test how the tint looked on affected units, and the CDGAS anim was given Translucency=75 so I could see better.
As a non-programer I don't know what are you saying
Do you maths? because even as a non-programmer, so I understood none of the why, I can at least wrap my brain around punching shit into a calculator. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
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