how do you change the beam colors?
in the entity file under the weapon area it will tell you Beam_colour ffffffffff or something like that the leters there are the colour of the beam but for a list of which is which im no help
would be great if a more advanced person would fill that it
does any one have photo shop?
WeaponEffects weaponType "Beam" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_FedCapitalBeamArray_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "" hitEffectName "Weapon_Fed_Hit" hitHullEffectSounds soundCount 1 sound "" hitShieldsEffectSounds soundCount 1 sound "" beamEffectSounds soundCount 1 sound "Weapon_FedPhaser_Travel" beamGlowTextureName "FedCapitalBeam_Glow" -> it is a texture file (This controls the beam color) (between the edge and the core) beamCoreTextureName "FedCapitalBeam_Core" -> it is a texture file (This controls the beam color) (between the edge and the core) beamWidth 20.000000 beamGlowColor ffffffff -> Represents the edges of the beam (hex code + alpha) beamCoreColor ffffffff -> Very center of the beam (hex code + alpha) beamTilingRate 2.000000
There is also the effects file you have to change also
tyvm
I'd suggest using GIMP. It's got most of the abilities that PhotoShop has, but it's open source - so you won't get in as much trouble when the Feds bust into your house.
beamCoreColor ffffffff -> Very center of the beam (hex code + alpha)
What is the + alpha?I found a list of hex colour codes, but they are all 6 characters.These codes are 8, what are the last 2 characters meant to be?I tried to change the beam colour to green using 66FF00 from http://html-color-codes.com/, but this made no change.Thanks in advance for any replies.
... digging up the dead...... sorry i gave up on this my self...
You must have been reading web development stuff, not graphics. Everything should be using 8 bit hex colors by now...
Anyways, the extra two letters are for the alpha, or transparency. I don't remember if the alpha come at the beginning or end in sins, but FFFFFFFF is pure, opaque white. If alpha came at the end, FFFFFF90 would be white but it would be partly transparent.
From some google research it appears the Alpha is at the beginning.
and just found some more really useful information, which explains exactly what I was after.
Hex Opacity Values 100% — FF 95% — F2 90% — E6 85% — D9 80% — CC 75% — BF 70% — B3 65% — A6 60% — 99 55% — 8 C 50% — 80 45% — 73 40% — 66 35% — 59 30% — 4D 25% — 40 20% — 33 15% — 26 10% — 1A 5% — 0D 0% — 00 However according to everything I've read, if you leave out the Alpha characters (aaRRGGBB), and just use a 6 digit hex code, it is meant to assume it is fully opaque. This doesn't appear to happen in Sins, however atleast I know now. Can use FFrrggbb in almost all cases.
However according to everything I've read, if you leave out the Alpha characters (aaRRGGBB), and just use a 6 digit hex code, it is meant to assume it is fully opaque. This doesn't appear to happen in Sins, however atleast I know now. Can use FFrrggbb in almost all cases.
That's the standard. However, I remember messing with them in Sins a few times and they didn't react as expected, so I think they maybe at the beginning. I had it figured out at one point but I can no longer remember for certain.
Will do some testing tonight to confirm.
You can change beam/laser/whatever colors by changing the texture itself with Photoshop or another editor. Tried changing them in the weapons section but that did not work
Axel, for beams there is a section in the weapons section that explicitly defines beam color, and this does work**. Most other weapons you're right, you'll need to edit the textures.
** It maybe possible some beams have their color predefined in the texture. When I changed a Vasari pulse beam's color to purple, it worked but the pulse beams seem to have a second beam after effect which was still green. I didn't check because I thought it was cool how it turned out, but its possible the main beam was in greyscale, and was thus recolorized with the info from the beam weapon, while the after particle's texture was explicitly colored green.
Perhaps if the textures are in greyscale you can use the beamcolor property, I should test this
Confirmed.Tested on Advent beams with green.FF66FF00 for both core and glow. Beams show up entirely green.
No texture modifying needed in this case.
..... 4 years after i posted this.... i get an answer.... better late than never.
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