Colors
Flag: | Colors |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
This section contains the various colors available to be used when applying the 'remap' logic and usually refer to the colors that objects in the game can be remapped to. Most objects in the game contain an area or areas of color which are drawn in specific palette entries from the UNITSNO, UNITEM and UNITURB palettes. In Red Alert 2, like Tiberian Sun, these palette entries are represented by various shades of red. The colors listed here form an internal table of colors from which the game can remap those shades of red. Each house (country) must be assigned a default Color= from this list. In multiplayer map files, the color of each house already present on the map can be specified which will over-ride the default setting for that house. The three values from each entry here represent the hue, saturation and value of each color. The value component specifies the maximum brightness allowed for the color as the color spread is generated. The hue component remains constant. The saturation curves through color space as the value component changes such that darker colors become more saturated.
Note that this list forms an internal table to which the game refers when any color is required for the games houses (including display of text). The table is numbered in the order in which these colors appear and starts at '0'. When the game needs a particular color, it refers to a number from this table by matching the name, so to edit or change any colors you should change the values held here under that color's name, not the name itself.
It is also worth remembering that entries 1,5,6,7,8,10,12 and 14 are used for the default colors of the multiplayer houses so you can change these values to allow players to use different colors, although it is not recommended that you use Black for a multiplayer house - doing so means the player will not see a lot of in game text which is printed on a Black background! It is unwise to edit numbers 17 and 18 (Allied Load and Soviet Load) as these colors are always used for the text on loading screens. The game can handle a maximum of 50 colors in this table.
LightGold=25,255,255 ; 0 Orange
Gold=41,240,230 ; 1 MP#0 Yellow
LightGrey=0,0,240 ; 2 White
Grey=0,0,131 ; 3 Grey
Red=20,255,184 ; 4 Brown
DarkRed=0,230,255 ; 5 MP#1 Red
Orange=25,230,255 ; 6 MP#4 Orange
Magenta=221,102,255 ; 7 MP#7 Pink
Purple=201,201,189 ; 8 MP#6 Purple
LightBlue=119,143,255 ; 9 Aqua
DarkBlue=153,214,212 ; 10 MP#2 Blue
NeonBlue=185,156,238 ; 11 Violet
DarkSky=131,200,230 ; 12 MP#5 Periwinkle (i.e. aquaish)
Green=104,241,195 ; 13 Bathroom green
DarkGreen=81,200,210 ; 14 MP#3 Light green
NeonGreen=0,0,0 ; 15 Black
Yellow=38,159,255 ; 16 Pastel yellow
AlliedLoad=164,255,255 ; 17 Allied Load
SovietLoad=0,235,255 ; 18 Soviet Load
(YR) Purple2=211,201,189 ; 19 Yuris Purple #1
(YR) Purple3=191,201,189 ; 20 Yuris Purple #2
Purely for information, the UNITSNO and UNITTEM palettes in Red Alert 2 are almost identical to the Tiberian Sun ones, so here are some more colors from Tiberian Sun should you wish to modify the default colors, as they work equally well in Red Alert 2.
LightGold=34,128,255
Gold=34,160,255
DarkGold=34,235,255
LightGrey=0,0,220
Grey=0,0,190
DarkGrey=0,0,120
Black=0,100,0
White=0,0,255
LightRed=0,70,255
Red=0,160,255
DarkRed=0,235,255
Burgandy=0,255,150
LightOrange=24,165,255
Orange=24,255,255
DarkOrange=11,235,255
LightMagenta=228,120,255
Magenta=228,160,255
DarkMagenta=228,235,255
LightPurple=200,160,255
Purple=200,235,255
HyundaiPurple=200,235,170
LightBlue=164,140,255
Blue=164,200,255
DarkBlue=164,200,179
NeonBlue=164,255,255
LightSky=142,70,255
Sky=142,160,255
DarkSky=142,235,255
LightCyan=132,70,255
Cyan=132,160,255
DarkCyan=132,235,255
LightTeal=110,70,255
Teal=110,160,255
DarkTeal=110,235,255
LightGreen=85,70,255
Green=85,160,200
DarkGreen=85,235,150
NeonGreen=85,255,255
LightYellow=43,70,255
Yellow=43,160,255
DarkYellow=43,235,255
NeonYellow=43,255,255
LightPeach=21,120,255
Peach=21,150,255
DarkPeach=21,180,255
DarkerPeach=21,255,255
LightLime=53,70,255
Lime=53,160,255
Darklime=53,235,200
NeonLime=53,235,255
[title]ColorAdd[/title]
[content]This section holds and defines the colors used to tint buildings, such as when they are designated for an Airstrike. In order to prevent slowdown in the low level blitting routines, this functionality was implemented by doing a composite bitwise logical OR. This means that the color value is not being shifted, instead the value of color specified below is being added. If part of the object being tinted already has as much value of the color specified, then no change will be seen. At the level that the blitters operate, colors are 16 bit numbers using the 5,6,5 RGB scheme. This means that values of red range from 0 to 31, values of green from 0 to 63, and values of blue from 0 to 31. Those values are then converted from binary to decimal and listed here.
None=0,0,0 00000,000000,00000 0
StrongRed=31,0,0 11111,000000,00000 1
StrongGreen=0,63,0 00000,111111,00000 2
StrongBlue=0,0,31 00000,000000,11111 3
HighRed=24,0,0 11000,000000,00000 4
HighGreen=0,56,0 00000,111000,00000 5
HighBlue=0,0,24 00000,000000,11000 6
BrightWhite=31,63,31 11111,111111,11111 7
LowWhite=7,7,7 00111,000111,00111 8
HighWhite=24,56,24 11000,111000,11000 9
MidWhite=14,28,14 01110,011100,01110 10
Purple=15,0,15 01111,000000,01111 11
HighYellow=24,56,0 11000,111000,00000 12
TopYellow=16,32,0 10000,100000,00000 13
The games' difficulty is controlled by these factors. Some of these factors will only affect a computer player. The computer and human players can be handicapped by these individual settings, thus the computer may be playing at 'hard' level while the player may be playing at 'easy' level. Each level of difficulty must be defined with its own section here and should be [Easy] , [Normal] and [Difficult]- you cannot add new difficulty levels as these sections are the only ones Red Alert 2 will recognize.