GOCHU COVERED! :)
example:
Front = 255, 0, 0, 0 Receiver = 0, 255, 0, 0 Mag = 0, 0, 255, 0 Grip = 128, 128, 128, 0 Sight = 255, 255, 255, 0 Stock = 0, 0, 0, 0
this absolute abomination will be a PERKY, roughly 50% red/green rifle with a blaring-blue magazine, topped off with an all-white aiming apparatus. its stock is not processed. your hand hopefully hides the light-gray grip. what a doozy! :)
i recommend: google "color picker", should give you a picker without clicking a link. slide and click colors on it and plop into the config the RGB values of the chosen color (first one). alpha is best left at zero but you are of course free to experiment what it does, if anything.
this mod will induce a very small but noticeable lag-spike jerk on sentry placement due to author skill issue.
on clients, bots will have local player's colors on their gear, not the hosts'.
blank config 0,0,0,0 colored all guns black and killed holo sights. fixed.
color your sights, including holograms, with RetA, RetB and RetC.
also iron sights are no longer black on blank config.
ironsights are exactly what u choose with colorpicker (all but the known issues one) .. use last number for brightness. u can go over 255 btw...
included configuration renamed to RainbowGunsExample.cfg, will no longer overwrite existing RainbowGuns.cfg, one can rename it as such to start editing config in mod manager before first launch.
slight mishap in 0.0.4 compilation, fixed to work better.
new category added: iron sights. will color emissive sights on pistols, but semi inconsistently i'm afraid. one weapon does red but another just shows black. shader stuff maybe, will investigate in a future fix.
configuration live-edit, instant remote re-paint-service.
some bugs ironed out, network propagation of color-information seems to work and -apply. some minor changes: earlier network-sync, all equipment get paint-jobs right off the elevator (by making every player or bot wield every slot in the beginning, 2 3 4 1)
host doesnt see client as white, r2modman cache poisoning was in play.
noticed that client colors identical as host's, so texture overwrite most probably didn't work. changed MO for creating and storing said texture. here's to hoping.
initial