I did a quick pass through the .COL file and came up with this:
Except that I seem have been a bit too fast on the trigger on the color values. I figured, since they were already 3 bytes followed by a 0 byte that just smelled a whole lot like ARGB ints. But when i load them up as ints and convert them to ARGB, the colors are all wrong. The values seem to just go from 0A (components at 0) to A0 (components maxed out).
Did a search here and RSC and couldn't really find anyone else having dug through this. anyone got a suggestion?
ether
S2 .COL file specification.
---------------------------
TYPES :
=======
char: 1-byte ascii character
byte: 1-byte integer
int: 4-byte int
offset type number description
------ ---- ------ -----------
0 char 6 LFSCFG
6 byte 1 0
7 byte 1 Version byte (0.5P is 250)
8 char 15 filename (part between <CAR>_ and .JPG
23 byte 1 0
24 int 4 First Body ARGB color value
28 int 4 Second Body ARGB color value (only some cars)
32 int 4 Third Body ARGB color value (only UF GTR)
36 int 4 Fourth Body ARGB color value? (unused)
40 int 4 First Wheel ARGB color value
44 int 4 Second Wheel ARGB color value
48 int 4 Third Wheel ARGB color value? (unused)
52 int 4 Fourth Wheel ARGB color value? (unused)
Except that I seem have been a bit too fast on the trigger on the color values. I figured, since they were already 3 bytes followed by a 0 byte that just smelled a whole lot like ARGB ints. But when i load them up as ints and convert them to ARGB, the colors are all wrong. The values seem to just go from 0A (components at 0) to A0 (components maxed out).
Did a search here and RSC and couldn't really find anyone else having dug through this. anyone got a suggestion?
ether