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retinting textures..
https://www.quake3world.com/forum/viewtopic.php?f=10&t=43469
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Author:  skinNCNmaster [ 04-23-2010 06:24 AM ]
Post subject:  retinting textures..

heyas... quickie....


pretty sure AEon or someone does this with template textures...

which line is it in the shader and what are the numbers/colors for red and blue?


fine fine i found ti...
http://www.quake3world.com/forum/viewtopic.php?f=10&t=41665&hilit=AEon+template

Author:  obsidian [ 04-23-2010 07:09 AM ]
Post subject:  Re: retinting textures..

See that link on the top of the forum page that says "Search"? Click on it. You already have all the search terms, "AEon", "template", "textures". Is that so hard?

Author:  skinNCNmaster [ 04-23-2010 07:16 AM ]
Post subject:  Re: retinting textures..

i did search lol, i even went through aeons posts and couldnt find the template post... otherwise i wouldnt have asked.. come on man.. four-um

Author:  skinNCNmaster [ 04-23-2010 07:17 AM ]
Post subject:  Re: retinting textures..

why are you guys all about telling me to shut up all the time?

ps - found the thread..

map textures/aegrid/temp_aelonglight_gray.tga
// rgbGen const ( 0.88 0.5 0.137 ) // Default template orange
rgbGen const ( 0.137 0.879 0.253 ) // Default template hue green
// rgbGen identity


can anyone provide the numbers for red and blue?

Author:  obsidian [ 04-23-2010 07:26 AM ]
Post subject:  Re: retinting textures..

Because half the time it looks like you're talking to no one in particular besides yourself. You've posted more in the past week than anyone else has. Most of those posts only vaguely make any sense. Most of your questions are easily answered by a forum search or Google search.

Sorry to sound harsh, but those are the facts.


Red and blue... read the shader manual. Even simple trial and error testing will give you the answer.


AND STOP BUMPING OLD THREADS

Author:  skinNCNmaster [ 04-23-2010 07:36 AM ]
Post subject:  Re: retinting textures..

wow mr censor, big brother.. you gotta lighten up and be more of a child... less of a spoiled bossy brat and yep a relaxed let it slide child.

Author:  obsidian [ 04-23-2010 07:48 AM ]
Post subject:  Re: retinting textures..

If you have a problem with me, take it to the Void or PM me. Don't fill this forum with post after post and new threads about censorship because I will delete them.

My issue here is with off topic posts and nonsense posts, which you do a lot of.

Author:  skinNCNmaster [ 04-23-2010 08:03 AM ]
Post subject:  Re: retinting textures..

your posts are off topic too... your posts do not work in the thread you post in.. they are recently all directed at being mean to me.

Author:  obsidian [ 04-23-2010 08:11 AM ]
Post subject:  Re: retinting textures..

In this thread, I pointed you towards the direction in which you can find your answer. I wasn't going to tell you the answer for something that you could have easily found on your own. I'd say that's pretty reasonable. You know that saying about "giving a man a fish and he'll eat for a day, teach a man to fish and he'll eat for a lifetime"?

As for the rest, you asked, "why are you guys all about telling me to shut up all the time?"... and I gave you the answer to that too. Again, I wasn't trying to be harsh, just honest.

You're the one who is blowing up and thinking that all this is about something specifically targeted towards you. In the competition thread, I deleted EVERYONE'S post that was off topic. You don't see them crying about it.

Author:  skinNCNmaster [ 04-23-2010 10:26 AM ]
Post subject:  Re: retinting textures..

okay so ive looked around and cant find a table of color values... are you sure the manual houses the decimal values for all the colors?

Author:  obsidian [ 04-23-2010 11:00 AM ]
Post subject:  Re: retinting textures..

There is no table of colours, but it does explain how the colour values work. Look under rgbGen const (it's the directive that you're asking about) and it's explained there.

Author:  skinNCNmaster [ 04-23-2010 01:50 PM ]
Post subject:  Re: retinting textures..

well ive look in the guide AGAIN....

and there is 6.3 rgbGen <func>... with no const function.... and absolutely no teach me a method for turning a color code into a set of decimals...

you are talking about the manual that comes with the editor right?

there is no table of colors.. and how to make a color is not explained..

quote the spot.. or help.

so far you have managed to post five times without actually helping.

Author:  obsidian [ 04-23-2010 01:54 PM ]
Post subject:  Re: retinting textures..

No, that's outdated. Q3Map2 Shader Manual. See my signature.

Quote:
rgbGen const ( R G B )
A constant vertex colour is assigned to the affected surface. This modifies the hue of the texture.


http://robotrenegade.com/q3map2/docs/sh ... tml#rgbgen

and also:

Quote:
RGB Color
RGB means "Red, Green, Blue". Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors. This is called additive color (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color). In Quake III Arena and most higher-end computer art programs (and the color selector in Windows), the intensities of the individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color. The lower the number value (towards 0), the darker the shade. The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs). All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the Quake III Arena graphics engine requires that the color range be "normalized" into a range between 0.0 and 1.0.


Normalization: a Scale of 0 to 1
The mathematics in Quake III Arena use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale. To convert numbers, divide each of the art program's values for the component colors by 255. The resulting three values are your Quake III Arena formula for that color component. The same holds true for texture coordinates.


http://robotrenegade.com/q3map2/docs/sh ... l#concepts

Author:  skinNCNmaster [ 04-23-2010 02:39 PM ]
Post subject:  Re: retinting textures..

so the if the color is:

3366CC or:
51 102 204
0.2 0.4 0.8 for blue..

thanks obsidian :D
then...

Author:  wattro [ 04-24-2010 05:05 AM ]
Post subject:  Re: retinting textures..

*facepalm*

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