What do these light color values mean? [Solved]
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- SBF_Dann_Boeing
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What do these light color values mean? [Solved]
Ok for a laser ordnance, what does each value represent in
LightColor = 0 0 255 255"
(0 0 225 255 makes blue, I want to make green)
LightColor = 0 0 255 255"
(0 0 225 255 makes blue, I want to make green)
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Caleb1117
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RE: Quick Question
Just guessing, I know 3 0f them are red, green, and blue (RGB)
Could the other be alpha?
Could the other be alpha?
- AceMastermind
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RGB color chart link
Here's an RGB color chart for you Dann:
http://www.pitt.edu/~nisg/cis/web/cgi/rgb.html
http://www.pitt.edu/~nisg/cis/web/cgi/rgb.html
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RE: Quick Question
ah yes that might be it
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RE: Quick Question
So you can actually change the colors with that line?? 
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Caleb1117
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RE: Quick Question
Yes, indead.
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I believe it does change the color, but only in that it changes the lighting effect, which you'll see in dark areas. The GlowColor value, of course, changes the glow effect on the edges of the bolt. You'll still need to call the tga with the color you want to get the color the way you really want it, AFAIK.
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YankFan1950
the last value is for alpha and "laser shadow" as i call it. In a dark room or an area with dark lighting with a high 4th number probably 200-255 you'll see (high-medium lighting on) a glow on the ground or objects that is your laser's color and it will move with your laser like the laser's color will reflect to the ground and the nearby objects. With a medium 4th number (between 100-199) will casue a not as sharp haze but still subtle enough that it looks cool. and with a number of 0-99 there really isn't any color at all unless the room is pitch black but that wouldn't make for a good map then.
Hope this answers your question.
YaNkFaN
Hope this answers your question.
YaNkFaN
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Re: RE: Quick Question
yes, the light that is, u must reskin the laser for a different laser texture.trainmaster611 wrote:So you can actually change the colors with that line??
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Yeah I did but that doesn't make any sense, isn't it supposed to munge in the changes? I saw it say in the Munge output that it read it. I wonder what the problem could be, unless..... [runs off to do something top secret] 
[EDIT]:
Ok here's what I did, instead of changing the file inside of the data_ABC/Common/odfs folder, I went straight to the BF2_Modtools/data/common/odfs folder and replaced the blue cp with the green one there.
My hope was that maybe the initial munge to create the data_ABC folder was what decided the properties of the cp. But it still came out blue.
What I am guessing is that the cp color has already been pre-programmed into the game and the data_ABC/common folder is just used as a reference when modding. It doesn't actually change anything.
Therefore, the only possible way to change it is to hex-edit
[EDIT]:
Ok here's what I did, instead of changing the file inside of the data_ABC/Common/odfs folder, I went straight to the BF2_Modtools/data/common/odfs folder and replaced the blue cp with the green one there.
My hope was that maybe the initial munge to create the data_ABC folder was what decided the properties of the cp. But it still came out blue.
What I am guessing is that the cp color has already been pre-programmed into the game and the data_ABC/common folder is just used as a reference when modding. It doesn't actually change anything.
Therefore, the only possible way to change it is to hex-edit
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For precisely the colors you want I advise you use Photoshop, randomly fill a square with a random color, then press ctrl U and colorize it to the exact color you want. In the upper right it will tell you what the RGB is for that color you made.AceMastermind wrote:Here's an RGB color chart for you Dann:
http://www.pitt.edu/~nisg/cis/web/cgi/rgb.html
This is also handy for when I'm trying to find a color I saw in game, I can just screenshot, paste into CS2 and then find the RGB, where I can then search for it in the files.
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