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  • Titanfall 2 Modding Guide
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  • Wiki 101 - How to start ?
    • Modding introduction
      • How to backup, extract & repack
      • How to setup a modding environment
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        • How to use RSPNVPK
        • Source
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    • FAQ
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    • Textures
      • Valve Texture Format - VTF
        • Creating a Material
        • Creating Animated Particles
      • Valve Material Type - VMT
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        • Color & Texture info
      • Shader
        • $basetexture
        • $color
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        • Gameinfo.txt
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      • NUT & GNUT - Squirrel
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    • File Location
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      • Weapon
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      • 3D Models
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        • Model - kodai_live_fire
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        • Model - Frontier Defense
  • Modding
    • Weapons
      • Crosshair modding
        • Batch crosshair modding
        • Crosshair example
      • Weapon Positioning
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      • Hipfire zoom
      • Special/Unique weapon mods
        • Charge Rifle - Arc Rifle
        • Charge rifle - Heat color
        • LSTAR - Heat color
    • Pilots
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    • Titans
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      • Text modding r1_language
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        • FX - Ion
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          • FX - Holo Railgun
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          • FX - Monarch Beam
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      • FX - Misc & Unknown
        • FX - Holo Map
        • FX - Beacon
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          • FX - Skybox 1K
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        • FX - Skyway
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          • FX - Coop Harvester FX
        • FX - HUD
          • FX - HUD AR FX
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          • FX - HUD AR Lines
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          • FX - HUD AR Titandroppoint
        • FX - Impact
          • FX - Impact FX EXP Cutom
        • FX - Light
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        • FX - Reload
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        • FX - Tracers
        • FX - Weapon
          • FX - Arc Cannon
          • FX - Dragonbreath
          • FX - Flamethrower
          • FX - Malta Gun
          • FX - Triple Threat
    • Sound
      • Sound - Voiceline
      • Sound - Pilot
        • Pilot Weapon
          • Assault Rifle
          • SMG
          • LMG
          • Sniper
          • Shotgun
          • Grenadier
          • Secondary & Pistol
          • Anti-Titan
        • Pilot Ordnance
        • Pilot Ability
      • Sound - Titans
        • Sound - Ion
        • Sound - Tone
        • Sound - Northstar
        • Sound - Monarch
        • Sound - Ronin
        • Sound - Scorch
        • Sound - Legion
      • Sound - Drone & NPC
        • Sound - MegaTurret
      • Sound - Misc & Unknown
        • Sound - Arc Cannon
        • Sound - Arc Tool
        • Sound - Flamethrower
        • Sound - Triplethreat
    • UI & HUD
      • Menu
        • Loadscreen
        • Private match
        • Scoreboard
  • Mods
    • Plastic Mode
    • No-HUD Mod
  • Exporting Assets
    • Exporting Maps
    • Exporting using Legion
    • Exporting Models
  • Assets
    • Texture library
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  • RGB
  • RGB Vec
  • Source & reference

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  1. Documentation
  2. Textures

Texture & Colors

PreviousValve Material Type - VMTNextColor & Texture info

Last updated 5 years ago

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RGB

RGB stands for red, green, blue. In a or , each pixel of the image is defined by three that define how much red, green, and blue light are added together to produce the color in that pixel. Textures can also have a fourth channel, called , which can store other information for each pixel (usually opacity).

  • The three or four separate values for each color are called 'channels'. in Source can manipulate each channel individually to produce color effects.

  • Within , an RGB colour is a .

RGB Vec

In the RGB color system, you specify a color in terms of fractions of red, green, and blue, corresponding to how strongly glowing are the tiny red, green, and blue dots of the computer screen. In the RGB scheme, white is the color with a maximum of red, blue, and green (1, 1, 1). Black has minimum amounts (0, 0, 0). The brightest red is represented by (1, 0, 0); that is, it has the full amount of red, no green, and no blue.

vec(1,0,0)         // red
vec(1,1,0)         // yellow
vec(0,1,0)         // green
vec(1,0.5,0)       // orange
vec(0,0,1)         // blue
vec(0,1,1)         // cyan
vec(1,0,1)         // magenta
vec(0.4,0.2,0.6)   // purple
vec(0,0,0)         // black
vec(1,1,1)         // white

Colors may appear differently on different computers, and under different 3D lighting conditions. The named colors above are most likely to display appropriately, because RGB values of 0 or 1 are unaffected by differing color corrections ("gamma" corrections).

In Titanfall 2 it is possible to use values over 1. Giving over exposure (HDR ?).

Source & reference

Source

Reference:

TGA
VTF
bytes
alpha
Shaders
materials
material vector
https://www.glowscript.org/docs/GlowScriptDocs/color.html
https://developer.valvesoftware.com/wiki/RGB
https://thebookofshaders.com/06/?lan=us