help: COLORS!!

help: COLORS!!

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Red Dragon
Posts: 37
Joined: 12 May 2005, 13:58

help: COLORS!!

Post by Red Dragon »

Could someone PLEASE make, or post a link to, a scheme that would reveil what the numbers in the .SMD represent? And if the colourings are the same for sky, clouds, fog & water?

Cause i have NO clue what color of sky the numbers 0.4 0.8 0.85 i.e. would give.... Or just some basic pointers would be helpfull too for the main colors Blue, Red, Green, Yellow, Orange and Purple.

thanx.
Last edited by Red Dragon on 04 Jul 2005, 05:03, edited 1 time in total.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

I don`t understand it either, but this works for me,, open up Photoshop or whatever you have and mix your colour in the colour picker "thats if using photoshop",, take the colour level values ie: 200 120 100 being red green and blue channels (just an example here) and divide by 100, gives 0.20 0.12 0.10 to brighten up that colour just increase all these values equally. :| I used this method to come up with a light tan colour for PD so the fog was more like a dust storm,, these are the values I came up with.

0.80 0.79 0.70
Last edited by mufdvr222 on 04 Jul 2005, 03:38, edited 1 time in total.
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Red Dragon
Posts: 37
Joined: 12 May 2005, 13:58

Post by Red Dragon »

ok that's cool, will try that the next time :o

with deviding by 1000 btw 8)
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

the # is a percent value from 0 - 255 with .00 being 0, and 1.0 being 255

in R G B order...

this #'s

.8745 .4 .549

would yeild

223 102 140
R G B

(255*.8745) (255*.4) (255*.549)



to go from a COLOR back to its percent...

take the # RGB and divide by 255
you'll get a # somewhere from 0 to 1

hope this helps
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Also, keep in mind that a lot of colors are blended. I believe some of the cloud color is blended with the sky color to produce a better looking cloud...

Pretty easy to test.. make your sky color 0 0 1 and your cloud color 1 0 0 and you should see some purple in there somewhere.

:shock:
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

And thats were aGorm comes in and tells you you are all rong...

The numbers are actully relative.

Hence why the percentages work (as long as all your numbers are bassed on teh same percentages) so LathanStanley isn't rong, hes just not right.

The game perfectly understands 0.5 0.5 1, but it will allso take 1 1 2 as the same thing. However if you dont double all the other numbers then the other numbers will be smaller in relation.

I have ones with teh numbers going up to 2,3 with no probs, and i dont think theres a limit (tyhough i have not tryed , im at work)

There is only one problem... you can set all colours down and make a dim map, so i take it 1 must be the number at which it stops making things relative.

Also... NEGATIVE COLOUR.

Yes, thats right the colour can be a negeative figure. Say for the sky you had 0.2 0.2 0.7 and the sun that was 1 1 0. And the sun still looked a little small and green (which it does occasionly, but normaly with more nightime like settings...) you can actully set the blue value to an negative number. anything down to the the original blue value of the sky. In this case -0.7, which will remove all blue from the center of the sun. Also... take a look at what happens when you go past it to like -0.8... (if you want to see the moon in spring)

aGorm
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

illustrations aGorm, you can put this in the wiki then, sufficive to say the wiki is devoid of all nontextual life. save my pic of goten and a minimap fnordia posted.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Fine fine, ill do some more tonight...

aGorm
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