There are 2 color systems in Enemy Territory: Quake Wars. The first is for crosshairs and hud elements etc. This is a basic RGB system that works as follows:
In RGB white is rendered as 255 255 255. The first group of 2 representing the Red value, the 2nd is Green, and the third is Blue. In Quake Wars this would be coded as 1.0 1.0 1.0 1.0. The first number represents full red, the 2nd full green, the third full blue and the 4th is Alpha (transparency).
In RGB orange is rendered as 255 180 0. The first group of 2 representing the Red value, the 2nd is Green, and the third is Blue. In Quake Wars this would be coded as 1.0 .70 0 1.0. The first number represents full red, the 2nd full green, the third full blue and the 4th is Alpha (transparency). The green number is derived from 180 being 70% of 255.
| ^a | |
| ^b | |
| ^c | |
| ^d | |
| ^e | |
| ^f | |
| ^g | |
| ^h | |
| ^i | |
| ^j | |
| ^k | |
| ^l | |
| ^m | |
| ^n | |
| ^o | |
| ^p | |
| ^q | |
| ^r | |
| ^s | |
| ^t | |
| ^u | |
| ^v | |
| ^w | |
| ^x | |
| ^y | |
| ^z | |
| ^0 | |
| ^1 | |
| ^2 | |
| ^3 | |
| ^4 | |
| ^5 | |
| ^6 | |
| ^7 | |
| ^8 | |
| ^9 | |
Note: the above color grid is an approximation and for reference purposes only. |