Hah! Got it. Awesome.
Also, how dare you, sir. You are NOT allowed to be colorblind and be as good at art as you are.
(Do you just know the relative hex codes for various kinds of red and green? I mean, how do you work with the screen filter colors and stuff?)
- Void
The most common version is "weakness" on red or green wavelengths. I can see something is "red" and something is "green," but faded violet may look blue, very light green and yellow are indistinguishable, etc. All it means is that I need a stronger amount of red or green in a hue to see any red/green in it at, where someone else would notice r/g a lot sooner. Tsusai's picture is pure green to me.
Anyways, what setting are you using there... 0.1? That's pretty cool looking.
@thread, Here's one "red matrix code," free of charge. I posted similar variants of this useropt a long while back, and no-one ever had a problem with it. I hope that continues, because the effects you can achieve are really neat.
WR_MatrixView_Tex_RezID = 0x040005DE # matrix_view_red
As always, this should apply to the regular log-in code. You should also be able to do this deal, so on and so forth:
WR_MatrixView_ForceOn = 1WR_MatrixView_ForceOn_Blend = .9 # Renders Player in non-MatrixView
It's .95 actually.
I originally tried .99, but nothing showed up. So I guess if you want to turn you loading code off entirely, that's another way to do it.
Hmm.. that red code effect is very cool. That's one effect I think I may have to try.
Been almost 3 years now, and the thread was a mess. Edited the original post which was just a dump of some commands, with an overview and index so hopefully new players have a more organized resource at their disposal.
So, I'm taking it the red code is actually referencing the texture of the headless glasses somewhere in the game code, since when trying to tamper with the hex values to acquire some sort of blue code, I managed to get a wall of t-shirts that said "BLISS."
I currently use some number that references what's probably a black rubber half shirt and makes the entire city mostly black. It looks pretty cool.
That's right. RezIDs/resource ids are basically pointers for a MXO object system - not GoIDs, game objects, .metr files, TSEC, and the like, but pointing to textures, models, animations, sounds...
0x040005DE # "resource/characters/shared/textures/RS/rs_matrix_view_red.txa"
The female and male Headless Glasses textures are " "DF, " "E0, respectively, so this is probably a base of sorts for the glasses.
... Meh, why not.
0x4C000B68 # "resource/environment/skybox/cloud_many_eyes_texture.txa"
Bayamos wrote:
O M F G
Ah... memories. Nice find, man.
Not sure if this is what the last tip was supposed to cover or not as the whole picture seems to be covered in the "eyes" texture, but is there a way to change just the sky to one of the alternate versions? (red/orange sky, one of the variety of Blue Sky skies, etc)?
Not possible with useropts.
Yeah, that's what I was thinking as I'm sure it would have been mentioned already if it was doable.
Cadsuane wrote:
Bayamos wrote:O M F G
QFT
mantra777 wrote:
EndlessVoid wrote:Did you ever find out what the lowest number that will blend without fading away is...? - Voidyou mean something like this?
Did you ever find out what the lowest number that will blend without fading away is...? - Void
you mean something like this?
is there a seting to permanitly keep it like that?