LightRedTint
The red the glow of a structure adds to the cells it reaches.
- Applies to
- BuildingType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- floating point
- When omitted
1000
[REDLAMP] ; the stock red light postLightVisibility=4000LightIntensity=0.01LightRedTint=1.5LightGreenTint=0.01LightBlueTint=0.01The value is how much red the structure’s light adds to the ground around it. At the structure’s center, LightRedTint=1 adds as much red as a map at Red=1 already has. The addition falls off in a straight line to nothing at LightVisibility, like LightIntensity. A negative value takes red out instead, as the stock negative red light does.
The balance between the three tints gives a light its color, and the strongest tint also brightens the ground. For each cell, the game adds up the map’s tint and every light reaching the cell, then divides the red, green and blue totals by the strongest of the three. The ground’s brightness is multiplied by that strongest total, up to twice full daylight. Raising all three tints together therefore brightens the ground without coloring it. One tint well above the other two colors it.
Set all three tints on any structure with a light. LightIntensity explains what the built-in 1000 does to the ground.
A later rules file can wipe out a fractional value. If any later rules file, such as the expansion’s rules or a map’s own rules, contains the structure’s section but not this key, the stored value loses its fraction. A 1.5 red drops to 1, and a 0.05 red drops to 0, which removes it from the light.