For some reason I'm not getting the right colors with the hex code convention in BG:EE. To color text, I'm supposed to write: ^0x########Text. The first two symbols control transparency, for no transparency they are supposed to be always ff. I went and looked up the code for a nice shade of red to continue, and wrote: ^0xfff00c24Text in my TRA file (no need for a concluding ^ if it's the only line). So why do I see a mesmerizing shade of blue instead?
Hex code colors
#1
Posted 25 December 2017 - 01:56 PM
#2
Posted 14 January 2018 - 12:09 PM
Rrr. Doesn't anybody know why the colors behave this way? If I could at least understand what to change in that code, 0xfff00c24, to move it towards red... Or is there a table of these codes used for font? A 2DA?
#3
Posted 14 January 2018 - 12:25 PM
[color=#00ffff]fsdlkjflijerpi. [/color]prints out as: fsdlkjflijerpi. But it might be different between the http coding and in game.
Edited by The Imp, 14 January 2018 - 12:37 PM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#4
Posted 17 January 2018 - 01:39 PM
Will try.
Okay. You told me the solution, Imp, so you deserve to be told. The engine uses the Red, Green, Blue scheme in reverse: first two symbols for luminosity, then B, G and R. And thanks.
Edited by temnix, 17 January 2018 - 02:32 PM.
#5
Posted 18 January 2018 - 12:04 AM
I had something like that in my previous notes, but this will make it clear.
Edited by The Imp, 18 January 2018 - 12:06 AM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.