Alright, my question is simple, but the answer probably not so much. How in the world do TINT and the creatures pigments actually work?
The CAOS Documentation wrote:
TINT (command) red_tint (integer) green_tint (integer) blue_tint (integer) rotation (integer) swap (integer)
This tints the TARG agent with the r,g,b tint and applies the colour rotation and swap as per pigment bleed genes. Specify the PART first for compound agents. The tinted agent or part now uses a cloned gallery, which means it takes up more memory, and the save world files are larger. However it also no longer needs the sprite file. Also, tinting resets camera shy and other properties of the gallery. See TINO for a quicker version that tints only one frame.
Well, that's not much of a help. Let's check the reference...
The CAOS Documentation wrote:
TINO (command) red_tint (integer) green_tint (integer) blue_tint (integer) rotation (integer) swap (integer)
Like TINT but only tints the current frame. The other frames are no longer available in the gallery, it becomes a one frame sprite file. Original display engine only.
.......soooo, what...? I am still not sure what it really does. I mean, most of it is clear, really. RGB color is not that difficult to understand. High values boost that color, low values reduce it, 128 is neutral.
But what are those other two mysterious arguments? What do rotation and swap actually do? Rotation? Does it work on the color wheel maybe, that some art programs use? Like some sort of angular displacement or something? Swap? What does it swap? Help?
I experimented and tinkered around with those values. They definitely looked better than their RGB bretheren, but I could not really understand the nitty gritty or see some proper patterns. Does anyone have a better insight of what they truly do?