Welcome to the Creatures Wiki! Log in and join the community.

TINT

From Creatures Wiki
Revision as of 02:13, 3 May 2017 by Futhark (talk | contribs) (→‎Rotation: Replace "predecessor")
Jump to navigation Jump to search
Color in the Creatures series works on a RGB color model.

TINT is a CAOS command used in Creatures 3, Docking Station, and Creatures Village to change the colour of agents. Understanding this command can help in understanding pigment bleed genes for those games. Rotation and swap alter the color of each pixel. Rotation and swap affect the pixel colors of the sprite after pigments have been applied.

TINT for Input

Syntax: TINT (command) RED_TINT (integer) GREEN_TINT (integer) BLUE_TINT (integer) ROTATION (integer) SWAP (integer)

This tints the TARG agent with the red, green, blue tint and applies the colour rotation and swap as per pigment bleed genes. Specify the PART first for compound agents. The tinted agent or part now uses a cloned gallery, which means it takes up more memory, and the save world files are larger. However it also no longer needs the sprite file. Also, tinting resets camera shy and other properties of the gallery. See TINO for a quicker version that tints only one frame.

TINT for Output

Syntax: TINT (integer) ATTRIBUTE (integer)

Returns a tint value for an agent - currently it works only on Skeletal Creatures. Attribute can be:

  • 1 - Red
  • 2 - Green
  • 3 - Blue
  • 4 - Rotation
  • 5 - Swap

Rotation

RGB color circle.png

Rotation is similar to rotating the pixel's color clockwise around the color wheel. For each of the pixel's three color channels, the value is replaced by a weighted average between that channel and the one that comes before it in the sequence blue, red, green, blue. The effect ranges from doing nothingat a value of 128 to completely turning all greens to blues, blues to reds and reds to greens.

The game engine treats values of 128 or greater as the minimum rotation value, so they have no effect on the sprite. If it's less than 128, then as it gets smaller, the rotation amount increases, with the maximum rotation happening at 0.[1]

Swap

Swap refers to a technique used in infrared photography post-processing to make colors seem more normal.[2] In the Creatures series, it swaps the values of the blue and red channel by the amount specified - 128 will leave it as is, and the more it deviates from 128 in either direction, the more the red value becomes what the blue value used to be and vice versa. Swapping is like partially replacing the pixel's color with the color on the wheel at the location mirrored across the green-magenta axis. In other words, the farther the swap value is from 128, the more the bluer pixels will become redder and the redder pixels will become bluer.[3]

Since the engine only looks at the distance from 128, at the two extremes, a maximum value of 255 in swap is visually the same as a minimum value of 0, and a value of 64 (halfway between 128 and 0) is the same as a value of 192 (halfway between 255 and 128).

Examples

To set the colour of an agent, where RRR is the amount of red, GGG is the amount of green, BBB the amount of blue, and SSS/RRR are the swap/rotation of the colour (all are numbers from 0 to 256)

targ hots tint RRR GGG BBB RRR SSS

See also

External links