These only change RGB values, no new textures.
here they are since I cant use svn:
For tank cannons:
colorMap=1 0.8 0.5 0.01 0.9 0.6 0 0.01 0 0 0 0.01;
colorMap=1 0.8 0 0.01 0.8 0.5 0 0.01 0 0 0 0.01;
That is all.
Do you know any easy way to vary them slightly, and does anybody object to the inclusion of these values?
Unfortunately IIRC colormaps don’t support the special CEG operators (‘r’, ‘i’, etc.).
What do you mean by vary? So that each shot is a different color/ appearance? could spinning the flare on z axis (slowly) help?
I’m not sure there’s a reliable way to rotate on the z-axis for a horizontally-aligned flare…
There actually may be a way to randomize color with CEG–use the random generator to conditionally spawn sub-flares with different colors. Not sure this is a good idea though, being potentially over-complicated.