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(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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|[[File:Gunslinger-InGame.png|thumb]] | |[[File:Gunslinger-InGame.png|thumb]] | ||
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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="&ySpray&r-&ya&r-&yBrain" ColorString="&G" TileColor="&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. | ||