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Changing Armor Tint Starter Guide


rdngmikey

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well.. that's weird. I assumed alpha being 0 would mean transparency... but I guess not. so that actually gives you the same colors as

<%f 0.0> <%f 0.0> <%f 0.0> <%f 1.0>

? if so that's kind of silly.

 

i'll see if maybe it needs to be white with an alpha of 0 to get transparency.

 

 

edit: well my game crashed so I'm checking to see if maybe i forgot to close some brackets or something.

edit2: crashed again after changing the alpha values to 0.1. I guess it doesn't like anything other than 1.0

Edited by zeppelin1717
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Maybe this will seem completely useless to some people... but *IF* the Wiki-Article documenting this huge quest for truth ever is created by anyone, a referencing visual summary could be necessary;

 

http://s11.postimg.org/wc3qu4f6r/Hyperion_Armors_00_32_Sheet_11x3.png

 

I still have every individual (336x675) images found on this sheet should it be needed too.

Simply Right-Click and "Save Image As..." from your browser windows if you want it now! :smile:

 

PS; #01 & #13 wouldn't stand still when i took these "Photographs"... :woot:

Edited by Zyxpsilon
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I wonder if the game would allow negative numbers... and they would become less shiny? haha

 

Tried manually hex editing -1.0 (00 00 80 BF) and also all Cs and got white color.

 

Thank you, thank you, thank you Drakous for translating my post into something a little more understandable.

 

<snip>

 

I got my start from here.

http://wiki.tesnexus.com/index.php/Color_Palettes_-_XCOM:EU_2012

 

It's been a pleasure. Helped me as well to see it side by side with your text.

 

Edit: Wanted to say, that 00 00 00 50 (8589934592.0) as shown on a picture in the article is insane :smile:

 

edit: well my game crashed so I'm checking to see if maybe i forgot to close some brackets or something.

edit2: crashed again after changing the alpha values to 0.1. I guess it doesn't like anything other than 1.0

 

Are you patching the correct relative offset? Just put back backup or verify game's cache with Steam. I changed alpha too, but the game runs ok. It had no effect on color tint as rdngmikey said.

Edited by Drakous79
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ok i fixed it.

I'm quite frustrated at the difference between 0.01 and 0.0. 0.0 gives some really strange black color that looks awful, whereas .01 is just extremely dark gray.

 

Also a lot of the color scaling is way off. for example I've been using a color chart and the colors you get there don't even come close to matching in game (which makes sense), but it means getting the right color takes a LOOOOOONG time of trial and error, otherwise you end up with glowy armor everywhere (if using 1.0)

Edited by zeppelin1717
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If anyone wants to use the information that I have posted, please remember that I am using info that I have obtained from others...

*Now* i recall who it was that started it all by answering an oldish post of mine -- Drakous79!! :geek:

Whom also created the initial Wiki Article.

Edited by Zyxpsilon
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Also a lot of the color scaling is way off.

 

Yes, seems there is more to it than simple multiply/divide by 255 formula. I spent an hour looking for the answer, but found nothing.

 

*Now* i recall who it was that started it all by answering an oldish post of mine -- Drakous79!! :geek:

Whom also created the initial Wiki Article.

 

The article was created by Peasly Wellbott :smile: I remember we tried some tricks in DefaultContent.ini in the past, but no idea the Wiki page existed until today.

Edited by Drakous79
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If you say so... can't seem to find that specific Nexus post anyway (must be in some buried thread around December last year or so). As i somehow recall though, Dubious even requested (Peasly) that stuff for the Wiki at the time.

 

Bof, that's history now - nothing like the present progress this community makes.

 

I too glimpsed over wGhost81's trailing Float-Value sets and they felt strange in some cases -- it's as if resulting RGB are "re-cycled" by another tricky function somewhere, somehow before being dispatched on the Modeling routine. The UI, even has plenty of fine-tuning texturing devices as you surely know... specular, diffuse & what else are freely tied with continual re-processing objects. SWF, UPK, TPF -- it's all mind-boggling for specialized artists like silly me. I had my fair share of programming adventures in the past but i consider anything beyond VB, Basic, HTML or XML a big bowl of hot and spicy noodles (Yep, looking at you C++ & Pascal) !!

 

Gaming is sooooooo much fun though - when we can adapt *IT* with custom stuff. My side of that equation is "Graphics". And obviously, colors.

:cool:

Edited by Zyxpsilon
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