XY to RGB
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XY to RGB
Since THQ for some reason creates a new color formula, does any one know a good way to convert its XY color picker to RGB? One of the few things the Raw series got right. Makes it a lot easier to pick colors if you already know what to pick to get the color you want using Photoshop or whatever.Tags: None -
Re: XY to RGB
The mapping given by THQ for CAW is essentially a compressed version of HSV (Hue-Saturation-Value) color space. The X-axis is the Hue, the Y-axis is Saturation (though it's flipped for some reason), and the Shade parameter is Value.
To convert from WWE12 color space to HSV color space:
- Hue: multiply the X value by (360 / 255). This should give you a value between 0 and 360; round to the nearest decimal.
- Saturation: first calculate (255 - Y), then divide this result by 2.550. This should give you a decimal value between 0 and 100, inclusive.
- Value: divide the Shade value by 2.550. This should give you a value between 0 and 100, inclusive.
To go the reverse (HSV to WWE12):
- X: multiply Hue by (255 / 360). This should give you a value between 0 and 255, inclusive.
- Y: multiply Saturation by 2.550 and round the result. Then, calculate (2550 result) and you will have your Y-value.
- Shade: multiply Value by 2.550. This should give you a value between 0 and 255, inclusive.
Conversion from HSV color space to RGB color space is fairly complicated to explain, so instead I will provide a link to this HTML conversion app. Type in your result number from WWE12 to HSV conversion and you will get an RGB value.
I'm pretty sure that all this math I posted above is correct, but let me know if it's not producing the results you expect. -
Re: XY to RGB
Awesome. This is what I was looking at as an alternative. The colors looked a lot closer when I was messing with it. I'm on vacation for now so I won't get as much a chance to get a look at it on my work desktop, but I will definitely give that a go.Comment
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Re: XY to RGB
hmmm....i know people who have hacked xbox 360s can upload images into the game now but I don't have one, so in order for me to upload images I'll have to do it pixel by pixel with the grid in the logo creator tool. I found this post yesterday and quickly whipped up a little tool that would help me with the process of quickly breaking down images. My tool takes a 256 by 256 image and gives me the rgb and then the hsv color parameters of each pixel. Then using the formulas in above post, it spits out what x y and the shade should be. The rgb and hsv values are correct but when I plug my programs calculated x and y numbers into the logo tool the colors don't really match.
For instance in the attached screenshot i have a pixel rgb of 4,2,4 (which is basically black), the program spits out the same HSV values as the html link above says and generates the x, y and shade values for the game. However, the game paltette interprets these values as a purple color (if i remember correctly).
Did anyone elese have any luck with these calculations or is my math somehow incorrect (see the screen shot for example values)?
Any help would be appreciated. Thanks!Comment
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