Code: Select all
vec4_t g_color_table[32] =
{
{ 0.0, 0.0, 0.0, 1.0 }, // 0 - black 0
{ 1.0, 0.0, 0.0, 1.0 }, // 1 - red 1
{ 0.0, 1.0, 0.0, 1.0 }, // 2 - green 2
{ 1.0, 1.0, 0.0, 1.0 }, // 3 - yellow 3
{ 0.0, 0.0, 1.0, 1.0 }, // 4 - blue 4
{ 0.0, 1.0, 1.0, 1.0 }, // 5 - cyan 5
{ 1.0, 0.0, 1.0, 1.0 }, // 6 - purple 6
{ 1.0, 1.0, 1.0, 1.0 }, // 7 - white 7
{ 1.0, 0.5, 0.0, 1.0 }, // 8 - orange 8
{ 0.5, 0.5, 0.5, 1.0 }, // 9 - md.grey 9
{ 0.75, 0.75, 0.75, 1.0 }, // : - lt.grey 10 // lt grey for names
{ 0.75, 0.75, 0.75, 1.0 }, // ; - lt.grey 11
{ 0.0, 0.5, 0.0, 1.0 }, // < - md.green 12
{ 0.5, 0.5, 0.0, 1.0 }, // = - md.yellow 13
{ 0.0, 0.0, 0.5, 1.0 }, // > - md.blue 14
{ 0.5, 0.0, 0.0, 1.0 }, // ? - md.red 15
{ 0.5, 0.25, 0.0, 1.0 }, // @ - md.orange 16
{ 1.0, 0.6f, 0.1f, 1.0 }, // A - lt.orange 17
{ 0.0, 0.5, 0.5, 1.0 }, // B - md.cyan 18
{ 0.5, 0.0, 0.5, 1.0 }, // C - md.purple 19
{ 0.0, 0.5, 1.0, 1.0 }, // D 20
{ 0.5, 0.0, 1.0, 1.0 }, // E 21
{ 0.2f, 0.6f, 0.8f, 1.0 }, // F 22
{ 0.8f, 1.0, 0.8f, 1.0 }, // G 23
{ 0.0, 0.4, 0.2f, 1.0 }, // H 24
{ 1.0, 0.0, 0.2f, 1.0 }, // I 25
{ 0.7f, 0.1f, 0.1f, 1.0 }, // J 26
{ 0.6f, 0.2f, 0.0, 1.0 }, // K 27
{ 0.8f, 0.6f, 0.2f, 1.0 }, // L 28
{ 0.6f, 0.6f, 0.2f, 1.0 }, // M 29
{ 1.0, 1.0, 0.75, 1.0 }, // N 30
{ 1.0, 1.0, 0.5, 1.0 }, // O 31
};
there's also some stuff in q_shared.h but it adds nothing to the above colors.
with that info you can get the (more or less) exact hex codes, which work out to what i posted above. for example ^1 = 1, 0, 0 which = 255, 0, 0 = #ff0000 (pure red). you have #CA171D, which it may look like on screen depending how your monitor looks, but the game is actually intending #ff0000. i was just curious about this so i posted it here mostly so i would have it saved someplace