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Sonic wave color in RGB [Question]
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Sep 06, 2015 9:48 pm    Post subject:  Sonic wave color in RGB [Question] Reply with quote  Mark this post and the followings unread

I'm trying to re-create TS' sonic wave effect in Ares. Ares allows customized wave draw effects. Because I want the wave to look like the one in TS, I have to set the correct color values to re-create it in Ares. Can anyone provide the RGB values of the Disruptor's sonic wave? They are hardcoded, so I have no way of reading them.

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Sep 06, 2015 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Play TS and printscreen, then go to paint and check the color with the "Pick Color" tool.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Sep 06, 2015 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

That won't work because the wave only "tints" the terrain underneath it, so any color I get that way would be a mix between the underlaying terrain color, map lighting and the wave color.

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Sep 06, 2015 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can gues from there. I managed to find the same color using just Photoshop without watching a picture. It would have been the same, if I used Paint.

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"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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Allen
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Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sun Sep 06, 2015 11:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

What I would do is make a building that is 100% white like 4x4 square building and place that building on a map that has map lighting set to the same as buildings look in XCC mixer. I think Final Sun set this by default when you make a new map.

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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Sep 06, 2015 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make map with standard lighting and a middle of the road grey color terrain. Then do what PillBox. That's if your really picky about it. Otherwise get a map with standard lighting over pavement like on Team Black's test map (which I can't seem to find on ppm anymore, you can get it a TibWeb though).

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Sep 07, 2015 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, the defualt colour is in fact references in the Ares source code.

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badbully
Grenadier


Joined: 03 Jul 2015
Location: between heaven and hell "the healln point"

PostPosted: Mon Sep 07, 2015 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Check your pm millinium

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Sep 07, 2015 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure but I think its just #9 in the Unit Palette (The Cyan we normally use) or one of the unlit blues as well.

#251-253 are actually the colors the engine uses to draw the normal electric bolts in RA2. So I think it should be the same case with non-inferred stuff drawing from the Unitpalette as well.

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Sep 08, 2015 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I think I've got a good proximation of the color that way Smile Thanks.

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