Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Admiral Nelson on October 21, 2006, 05:48:51 pm
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The wiki describes the means to set the color of a sun thus:
$SunRGBI:
Defines the color of the sun as well as it's intensity
Syntax: Value Value Value Value, (red, green, blue and intensity respectively)
I now have a list of color values for every spectral type, which will permit me to provide a correct star for every known system in the game. However, this list is in in more normal RGB formats. For instance, the largest star in Capella is of spectral Type G5, for which the color is: 255 230 183 (#ffe6b7). I have no idea how to convert these values to the unusual RGBI values as used in stars.tbl. Google didn't turn up any real help either. Any ideas?
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I'm pretty sure intensity is independent of the normal RGB scheme. I think its just how much it will white out your screen when you look right at it.
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And thus each value should be x/255, with intensity only variable with absolute magnitude of the star? I note that intensity is always 1 in the stock stars.
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Next question -- it seems that only 256 bit depth images that are 128x128 work as sun bitmaps. I have 256x256 star images, but these do not seem to scale at all in game. Is this really an engine limitation, or am I doing something wrong?
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Hmm? Lightspeed made new sun graphics back when, did they suffer the same problem?
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Odd... I'm no expert, but in the map I'm working on I have a 256x256 DXT(3?) .DDS map working for the sun - not perfectly, but it's a bit too complex at the moment to be "just" the sun glow...
I did notice that FRED forces it to scale down to a uniform size, though - without scaling adjustments, a 256x256, 256x512, or 1024x1024 map all appear the same size initially.
I guess just try a .DDS format? Maybe that'll fix it?