V=255 represents the the color (decided by H and S), when 'shone upon' by a bright light.
L=255 is white, regardless of H and S.
Back to the [Colors] section; Use a _Value_ like 210 to get a very good remap range that's colorful, but not too bright. You can use the same value for all your remaps, unless you want shades of grey.
Example: use the template Color = H,255,210;
Cycling through H = H + 21 will give you 11 different colors that don't overlap too much.
H = H+32 will give you 8.
Color = 0,0,V; will give you shades of grey based on V.
It doesn't use percentage, it uses 0-255 values, but otherwise operates the same. Just like voxel direction on a map is not in degrees.
Adam your colour as you defined it will be modified by the remap shade on the artwork. they added this to allow darkening your colour for the purposes of shading.
Rather than obsessing over the numbers, perhaps you need to spend time examining, making and testing voxels with various remap shades, and seeing how they darken when rotating. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Rather than obsessing over the numbers, perhaps you need to spend time examining, making and testing voxels with various remap shades, and seeing how they darken when rotating.
I can't do that since i don't know anything about making voxels.
But what I discovered was that the unmodded game does not use RGB, HSL, HSV or CMYK because I used a RGB Convertor and nether one works so the games some weird system.
I have games that came out the same time as this one and I can change those colors with no problems.
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