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FPSC Classic Product Chat / Light color in fpe

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starmind 001
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Posted: 14th Aug 2011 01:29
I am wanting to make some custom lights for fpsc and I noticed that for the " lightcolor" it had this number "-16711681" instead " ffff00 " for a cyan light. Now I know that " ffff00 "
is a hex number, but what is "-16711681" and how do I make different light using this code??

WickedX
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Posted: 14th Aug 2011 04:04
-16711681 is the signed integer representation of the hex, BGR value of FFFF00. Invert that to the RGB value 00FFFF and substact it from the hex value 1000000. Convert to decimal and add the sign.

WickedX
starmind 001
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Posted: 14th Aug 2011 09:21
Ok simple enough. I found a converter online for simple take for creating new colors but the numbers just add up.

Try for yourself:
http://www.binaryhexconverter.com/hex-to-decimal-converter

From what I can tell, I still have no clue on this. I'll keep going at it, but after I get some sleep. Thanks.

starmind 001
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Posted: 14th Aug 2011 09:28
I got it! I found this converter here I simply just input the hex code and I get was is needed for the fpe. After a couple of test I noticed it did not need to have the hex inverted. Thanks.

WickedX
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Posted: 14th Aug 2011 17:51 Edited at: 14th Aug 2011 18:08
You say in the first post.

Quote: ""-16711681" instead " ffff00 " for a cyan light"


Yet the calculator gives 00ffff for cyan light.

This is actually the correct RGB value. FPSC’s light marker properties show the color value inverted (BGR).

Edit: On the second link. Turn red all the way up and turn blue and green down to 0. This give a decimal value of 16711680. since this does not represent a signed number add 1 and we get 16711681 which is the value for cyan minus the sign.

WickedX
starmind 001
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Posted: 14th Aug 2011 22:48 Edited at: 14th Aug 2011 22:48
I didn't need to do add anything to the second link. I just copied the decimal value and pasted into the fpe and it worked just fine.

Now my next questions is, why does the stock markers folder only allow for the original markers? Meaning that even though I recreated each light I cannot add say a "sunlight" lamp to that folder. I should be more clear on this. Once the new custom lamp is added it does not show up in the editor under the same folder as the others in the markers folder.

What I am trying to do is create custom lights that is used alot for fpsc, like a sun light, moon light, flickering lights, etc. I thought that it would make it easier to have all my lights where I can just grab what I need and place it in the editor, but the only way to do that is make it an entity folder instead of part of the marker folder.

Any thoughts on that?

WickedX
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Posted: 14th Aug 2011 23:51 Edited at: 14th Aug 2011 23:52
Quote: "I didn't need to do add anything to the second link. I just copied the decimal value and pasted into the fpe and it worked just fine."


It appears your right, that seems to works also.

Looking at the source code, it looks like the 15 markers in the marker folder are hard wired. So without modifying the source you will need to put the lights in there own folder.

WickedX

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