Modding Custom Race Colors

So today I dove into modding the colors of a custom race. I learned a few things and hit one (major) brick walls. I'm posting this for the benefit of those who don't want to use the standard UI and map color options, and because I'm interested in seeing what other people have to say about modding the colors (how to do it more efficiently, what I might be doing wrong, and especially how to create custom ship colors).

My race is the Elesion, and I used that for all my file name changes. Here's what I did:

STEP ONE: I copied the GC3AppearanceDefs.xml and ColorDefs.xml files from the data/Core folder into the new Mods/Elesion/Core folder and renamed the files using the race name, as in ElesionAppearanceDefs.xml and ElesionColorDefs.xml.

The ColorDefs file enables us to create a custom UI--which is used in conjunction with the UIColorDef file in the Game folder (I'll get to that in STEP TWO). I simply erased all but the Terran Colors section (and closing tag) and replaced all uses of Terran with Elesion, then changed the RGB values to what I wanted.

The AppearanceDefs file enables us to create ship color templates--though this seems to be somewhat limited, or I just haven't found the proper xml file to really customize the colors...I played with the values, and discovered a couple useful tidbits.

First, the DiffuseGradientRow1 & DiffuseGradientRow2 elements control color. The colors seem to be mapped from 0-33 with some additional colors in the 240s and 250s. I could not find any rationale or connection between the numeric values and the colors. I would love it if one of the devs or another modder could explain this to me, and if there is a way to create custom colors...

Second, the three LightGradient Rows control light/window color. I believe these are mapped according to the same color scheme as the DiffuseGradient Rows.

Third, SurfaceScale gets bigger the smaller the number--in other words, the texture is finer when the number is bigger.

STEP TWO: I copied the FactionMapColorDefs.xml and UIColorDef.xml from the data/Game folder into the Mods/Elesion/Game folder. I then renamed these files accordingly.

The FactionMapColorDefs file, which has been renamed to ElesionMapColorDefs.xml, determines the UI, grid, influence, and path colors using the colors from the ElesionColorDefs file in the Core folder. The names on the MapColorDefs file need to match those in the ColorDefs file.

The UIColorDef file overrides the default UI with the custom UI according to the colors created in the ColorDefs file in the Core folder.

STEP THREE: Create a custom race and use the custom colors--you may need to change some display names, because the default seems to be UI_Color_RACENAME--though for the core races, the name is all that I displayed...

Overall, this isn't too complicated--but I really do want someone to weigh in about the ship colors/numbers in the GC3AppearanceDefs file. I sure hope the ship color choices are not hard coded... that would be a bummer.

42,157 views 8 replies
Reply #1 Top

Great work!

And what I did? I filed a compliant with the Stardock support to bring the attention of the devs to this oversight of theirs. Hope they will fix it and make an in game painting screen like we used to have in GC 2

Reply #2 Top

Look at the gradients below to see if you can make connections with the numbers.

 

Steam\SteamApps\common\Galactic Civilizations III\Gfx\GradientMap.png

Steam\SteamApps\common\Galactic Civilizations III\Gfx\GradientMapLights.png

 

So I just did a quick look and it seems the numbers for diffusegradientrow1 & 2 correspond to the rows on the gradient map in order from top to bottom.  additioanlly the first 2 colors on the swatch from the dropdown menu further correspond to the same rows but at point 116 from left to right.

Im not able to identify the locations of the last 2 colors on the swatch.

the numbers for the light gradient also correspond in similarlly to gradientmaplights.png.

 

Reply #3 Top

I'll begin looking into your info right away. Thanks again. That will be a lot of help to me.

Reply #4 Top

So i did some testing last night and was able to create my own color scheme.  Below are the notes from what i was able to determine, some already known.

 

DiffuseGradientRow1 = Base color gradient of ships

DiffuseGradientRow2 = Trim color gradient of ships

LightGradientRow1 = Base color gradient for ship lights/lighting effects

LightGradientRow2 = Base color gradient of ship windows(cockpit)

LightGradientRow3 = Gradient for ship engines

SufaceScaleX = Scales the texture(Surface#)

SurfaceWeightX = Unknown as of yet, may adjust how the color is applied.

EngineColor = only several are used and are very dependent on "LightGradientRow3", I haven't completely worked out how the relationship works.  The obvious is the RGB color code for the base color of the engine.

 

I forgot to test the lower (242-255) colors on "GradientMap" last night but I'll be looking at them today.

The swatches are handmade and the light/engine colors are a guesstimate for now, they just have to be close so the user knows the general color of the lights and engines.

Below are some images of the scheme I did last night, I named it "Engineer" for the US Army Corps of Engineers...Essayons.

  

PS. spellchecker sees "guesstimate" as a legitimate word...lol.

 

Reply #6 Top

Thanks that is a great help Gauntlet.  Thanks to Aidanator for some great work on his Mod.

Reply #7 Top

Also... from my own experience... I slowly trial and errored different numbers... No guarantee of accuracy by any means, but I mostly get what I am looking for... These are from the game's default light files. If anyone has a better list please, please share lol!

 


Diffuse Colors:
247 = Turquoise Pale
245 = Tan/Orange
33 = Black?
32 = White
31 = Purple
30 = Soft/Solid Green
29 = Dark Purple
28 = Light Purple
27 = Greenish Tan
26 = Pale Aqua
25 = Gold
24 = Weird metal green
23 = Even lighter Sienna?
22 = Yellow Sienna
21 = Pale Steel
20 = Sienna
19 = Blood Red
18 = Black?
17 = Dark Sienna
16 = Black
15 = Black
14 = Dark Grey?
13 = Purply Blue
12 = Pale Light Blue4
11 = Krynn Orange
10 = Pale Teal/Green
9 = Pale Purple
8 = Light Steel
7 = Red
6 = Yellow Green
5 = Iridium Brown
4 = Steel
3 = Blue
2 = Aqua
1 = Blue
0 = Light Metal

 

Light Gradient
254 = Alternates through all colors
253 = Very Glowy Yellow
252 = Yellow/White
251 = Yellow
250 = Glowy Red
249 = Light Blue Glow
248 = Bright Purple Kinda Ugly
26 = White
25 = Liht Blue
16 = Purple
15 = Blue
14 = Solid Yellow
13 = Green
12 = Light Yellow almost White
11 = White
10 = Whitish Blue
9 = Light Yellow
8 = Good Yellow/Orange
7 = Light Purple
6 = Light Green
5 = Pure Yellow
4 = White Light
3 = Bright Blue Light
2 = Orange
1 = Light Blue

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Reply #8 Top

Just installed and used Aidanator's color mod. One glaring issue is Vulcan colors are wrong. They should be a rusty oxide color. Other wise everything else is fine but the Vulcan colors should be fixed.