Modding:Tiles: Difference between revisions

1,151 bytes added ,  14:54, 11 August 2019
short bit about how tile color and the 3 color tiles work together. also added how the legendary elusive 4th color affects the dynamic coloration
mNo edit summary
(short bit about how tile color and the 3 color tiles work together. also added how the legendary elusive 4th color affects the dynamic coloration)
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These dynamic colors are dependent on the <code>Render</code> part in their <code>ObjectBlueprints.xml</code>:
<syntaxhighlight lang="xml">
<part Name="Render" Tile="items/sw_spray.bmp" DisplayName="&amp;ySpray&amp;r-&amp;ya&amp;r-&amp;yBrain" ColorString="&amp;G" TileColor="&amp;G" DetailColor="r" RenderString="012" RenderLayer="5"></part>
</syntaxhighlight>
Where <code>TileColor</code> represents the the white part of the unfiltered image, and <code>DetailColor</code> will recolor the black part. Transparent pixels will change to the background color of the game, known as viridian.
See [[Modding: Text Color Codes & Object Rendering]] for more details on the exact colors and how they are specified.
===4th Color===
Despite there being only three main colors for the tiles, there are a handful of tiles that use a 4th color, usually RGBA(124, 101, 44, 255). When rendered inside the game, a special formula is performed to create an weighted mix of the tile and detail color, with weight based on the 4th color's R channel (the first number). a 4th color that has 255 red would show up the same as the detail color.
===True Color tiles===
If you'd like your mod to supply true color tiles instead of the default 3-color tiles (white, black, transparent), then include a modconfig.json in your mod's root with the Following contents.
If you'd like your mod to supply true color tiles instead of the default 3-color tiles (white, black, transparent), then include a modconfig.json in your mod's root with the Following contents.