![]() ![]() ![]() This makes complete sense and should be added to the mentioned wiki page above. In fact, you just need to be consistent with relative scale between color sir, thank you. SetObjectTexture #(rgb,8,8,3) also works with numbers from 0 to 255, but you can divide by 255 for retrieving decimal numbers less than 1. ![]() IMPORTANT: The decimals need a point (.) as the numbers are separated with a comma (,) inside the array.īmp1 setObjectTexture cyan // normal as you pass 0 and 9 and 8 and 7 (and CO)īmp1 setObjectTexture Black // you pass 0 and 9 and 4 and 0 (alpha = 0 always gives black)īmp1 setObjectTexture (CO not mandatory)īmp1 setObjectTexture // black, due to 4th number equal to 0īmp1 setObjectTexture // orange, 4th number set to 1 Sorry, I am a bit cranky, have been fiddling with this for about 2 hours now.įirst of all, CO is a texture map type, not a number.Īs you can see on setObjectTexture, example 2 & 4, a rgb color is made with 4 numbers, like #(rgb,8,8,3)color(1,0,0,1) ![]() I would like something sandish in color like the following:Ĭould someone please translate this in the gibberish format that BIS uses, or tell me how it is done? However the following array gives me this:īmp1setObjectTexture cyanīmp1setObjectTexture Blackĭoes anyone know a color picker online that returns or understands this exotic digital format that anyone else exept BIS finds easy to work with? However, how the system works in the wiki above is beyond my understanding:īmp1 setObjectTexture (orange)īmp1 setObjectTexture (greenish)īmp1 setObjectTexture (blueish) I know how RGB works, normally it's a number between R255 G255 B255 (white) or R0G0B0 (black) So: Logically RED is 255,0,0 green is 0,255,0 and blue is obviously 0,0,255 ![]()
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