- Joined
- Jan 3, 2022
- Messages
- 504
This is a problem so huge that all your melee balancing complaints pale in comparison.
As all of you know, Warcraft used to have 12 playable player slots and 13 player colors in total. This was the time of calm and the matter of the R,G,B or hexadecimal color values seemed settled. Then out of nowhere the working bees on the revived Classic Team decided to push the game further and expanded to 24 player slots. Twelve more colors! It wasn't easy to settle on a good color palette for the +12 new slots and the devs asked Hive to participate and provide feedback. You can follow the discussion here, although it's not always clear where the actual PTR data is and where is the feedback.
Overnight 15 years, since the first appearance, the color codes needed an update. There now exist multiple lists with color values, in order of prominence:
Nothing and nobody is right. What if they took their color measurements from JPEG screenshots? What if their application of pipette wasn't pixel-accurate? It must be redone with scientific accuracy!
I didn't exactly gather the data from threads above, but here's a table. Values are in RGB for simplicity. Best viewed on a wide screen in 8K.
Woah that's a lot. Allow me to explain.
Reforged Texture: Team colors are actually textures. Sourced from there "/ReplaceableTextures/TeamColor/TeamColor11.dds"
Reforged WE color: Player slots/forces in map settings
Wrda: his list is apparently from thread #4?
...diff tex: only if differs from Reforged Texture
Chat: player chat color. Screenshots taken in 4K, the chars "8" and "@" are great for this. Only tracked values different from Wrda's column
...diff tex: only if differs from Reforged Texture (yes, they do)
v1.29 lobby: sourced from screenshot in thread #5
v1.21 texture: only if different to v1.29 lobby
LONG STORY SHORT: Not a single source agrees with one another. But v1.29 and v1.21 are the closest.
Thread 4/Wrda have the old color for Coal (40 vs 80 // fourty vs eighty). And Reforged must've changed the Black color. When Coal was first introduced in 1.29 PTR, they changed black to full black #000, but this broke texture coloring of neutrals... pitch dark black. I guess they brought it back, but as 45,45,45 instead of 40?
How come the colors vary? Some players complained about SD textures being awfully compressed in Reforged and this is visible to the naked eye. Alright then, but can't we at least take the high quality color textures from Classic? Like 1.21?
Sounds like the best choice. But... WHY ON EARTH IS YELLOW DIFFERENT?!
I happened to be working with BLP Lab (what kind of broken piece of shit ... by todays standards) and noticed that some team color textures had mipmaps. Mipmaps mean there are multiple resolutions of the texture in one file. Usually the tools will only convert the biggest texture by dimension. I saved this kaleidoscope of yellow textures as separate files (see attachments). And what do you know?
But wait, there's more!
BLP Lab is a cool tool, because it doesn't hide internal information unlike vibe coded apps, that assume the user isn't bright enough to understand. BLP textures are actually repackaged JPEG images, one per mipmap level. Do you see where I'm going? JPEG is a lossy format and BLP shows the JPEG compression level. BAM! All the team colors in 1.21 were saved using 80% compression level using "Intel(R) JPEG Library, version 1,5,4,36". Only these architects of our simulation know why and how it managed to save 4x4 as a horizontal color gradient instead of a uniform color. Speaking of lossy compression, DDS is lossy too.
In conclusion: Lacking insiders or uncompressed data, will we ever find out what the original colors were supposed to be? Up to the last bit of precision? Never? Our realities are full of delusion.
That said, I would be grateful is someone uploaded team color textures from 1.31 or 1.30 or 1.29.2. This is not settled yet. See "/ReplaceableTextures/TeamColor/*". You will need CascView.
Are there any other team color sources I've missed? Reforged lobby doesn't count, it has shaded icon variations.
PS: @Retera was not involved in the writing of this article.
I sought enlightenment, but all I found was darkness.
As all of you know, Warcraft used to have 12 playable player slots and 13 player colors in total. This was the time of calm and the matter of the R,G,B or hexadecimal color values seemed settled. Then out of nowhere the working bees on the revived Classic Team decided to push the game further and expanded to 24 player slots. Twelve more colors! It wasn't easy to settle on a good color palette for the +12 new slots and the devs asked Hive to participate and provide feedback. You can follow the discussion here, although it's not always clear where the actual PTR data is and where is the feedback.
Over
- https://www.hiveworkshop.com/threads/warcraft-iii-color-tags-and-linebreaks.31386/
- 24+1 Player Color Codes
- [Mapping] - WC3 Editor Player Colors reference
- lost this one on hive, it had a hex listing
- this forgotten image, but it shows an interim PTR and some upper colors had been changed since, e.g. Wheat.
Nothing and nobody is right. What if they took their color measurements from JPEG screenshots? What if their application of pipette wasn't pixel-accurate? It must be redone with scientific accuracy!
I didn't exactly gather the data from threads above, but here's a table. Values are in RGB for simplicity. Best viewed on a wide screen in 8K.
Woah that's a lot. Allow me to explain.
Reforged Texture: Team colors are actually textures. Sourced from there "/ReplaceableTextures/TeamColor/TeamColor11.dds"
Reforged WE color: Player slots/forces in map settings
Wrda: his list is apparently from thread #4?
...diff tex: only if differs from Reforged Texture
Chat: player chat color. Screenshots taken in 4K, the chars "8" and "@" are great for this. Only tracked values different from Wrda's column
...diff tex: only if differs from Reforged Texture (yes, they do)
v1.29 lobby: sourced from screenshot in thread #5
v1.21 texture: only if different to v1.29 lobby
LONG STORY SHORT: Not a single source agrees with one another. But v1.29 and v1.21 are the closest.
| Slot | Color name | Ref Texture | Ref WE color (diff to tex) | Wrda | diff tex | Chat (diff to Wrda) | diff tex | v1.29 lobby | v1.21 tex (diff lobby) |
| 0 | Red | 255,4,3 | 255,4,2 | 255,3,3 | not! | 255,3,3 | |||
| 1 | Blue | 0,66,255 | 0,66,255 | equals | 0,66,255 | ||||
| 2 | Teal | 27,231,186 | 27,230,186 | 28,230,185 | not! | 27,131,186 | not! | 28,230,185 | |
| 3 | Purple | 85,0,129 | 84,0,129 | not! | 85,0,129 | equals | 84,0,129 | ||
| 4 | Yellow | 255,252,0 | 255,252,0 | equals | 255,252,0 | 255,252,1 | |||
| 5 | Orange | 255,138,14 | 255,138,13 | 254,138,14 | not! | 255,138,13 | not! | 254,138,14 | |
| 6 | Green | 33,192,0 | 32,191,0 | 32,192,0 | not! | 33,192,0 | equals | 32,192,0 | |
| 7 | Pink | 228,92,175 | 227,91,175 | 229,91,176 | not! | 228,92,176 | not! | 229,91,176 | |
| 8 | Gray | 148,150,151 | 149,150,151 | not! | 148,150,151 | equals | 149,150,151 | ||
| 9 | Light Blue | 126,192,241 | 126,191,241 | not! | 126,192,242 | not! | 126,191,241 | ||
| 10 | Dark Green | 16,98,71 | 16,98,70 | not! | 16,98,71 | equals | 16,98,70 | ||
| 11 | Brown | 80,43,5 | 79,43,5 | 78,42,4 | not! | 79,43,5 | not! | 78,42,4 | |
| 12 | Maroon | 156,0,0 | 155,0,0 | not! | 156,0,0 | equals | 155,0,0 | ||
| 13 | Navy | 0,0,195 | 0,0,194 | 0,0,195 | equals | 0,0,195 | |||
| 14 | Turquoise | 0,235,255 | 0,234,255 | not! | 0,235,255 | equals | 0,234,255 | ||
| 15 | Violet | 189,0,255 | 190,0,254 | not! | 189,0,255 | equals | 190,0,254 | ||
| 16 | Wheat | 236,205,134 | 236,204,134 | 235,205,135 | not! | 236,206,135 | not! | different | |
| 17 | Peach | 247,165,140 | 247,164,139 | 248,164,139 | not! | 247,165,140 | equals | 248,164,139 | |
| 18 | Mint | 192,255,129 | 191,255,128 | 191,255,128 | not! | 192,255,129 | equals | 191,255,128 | |
| 19 | Lavender | 219,185,236 | 219,184,236 | 220,185,235 | not! | 220,185,236 | not! | 220,185,235 | |
| 20 | Coal | 80,80,85 | 79,79,85 | 40,40,40 | not! | 79,80,85 | not! | 40,40,40 | |
| 21 | Snow | 236,240,255 | 235,240,255 | not! | 236,240,255 | equals | 235,240,255 | ||
| 22 | Emerald | 0,120,30 | 0,120,30 | equals | 0,120,30 | ||||
| 23 | Peanut | 165,112,52 | 164,111,52 | 164,111,51 | not! | 165,112,52 | equals | 164,111,51 | |
| 24 | Black | 47,46,47 | 46,45,46 | not! | 40,40,40 | ||||
| 25 | Black | 47,46,47 | 46,45,46 | not! | 40,40,40 | ||||
| 26 | Black | 47,46,47 | 46,45,46 | not! | 40,40,40 | ||||
| 27 | Black | 47,46,47 | 46,45,46 | not! | 40,40,40 |
How come the colors vary? Some players complained about SD textures being awfully compressed in Reforged and this is visible to the naked eye. Alright then, but can't we at least take the high quality color textures from Classic? Like 1.21?
Sounds like the best choice. But... WHY ON EARTH IS YELLOW DIFFERENT?!
I happened to be working with BLP Lab (what kind of broken piece of shit ... by todays standards) and noticed that some team color textures had mipmaps. Mipmaps mean there are multiple resolutions of the texture in one file. Usually the tools will only convert the biggest texture by dimension. I saved this kaleidoscope of yellow textures as separate files (see attachments). And what do you know?
- 1x1: 255,252,0
- 2x2: 255,252,0 uniform
- 4x4: 255,252,2 on the left; 255,252,1 in both middle columns; 255,252,0 on the right
- 8x8: 255,252,1 uniform
But wait, there's more!
BLP Lab is a cool tool, because it doesn't hide internal information unlike vibe coded apps, that assume the user isn't bright enough to understand. BLP textures are actually repackaged JPEG images, one per mipmap level. Do you see where I'm going? JPEG is a lossy format and BLP shows the JPEG compression level. BAM! All the team colors in 1.21 were saved using 80% compression level using "Intel(R) JPEG Library, version 1,5,4,36". Only these architects of our simulation know why and how it managed to save 4x4 as a horizontal color gradient instead of a uniform color. Speaking of lossy compression, DDS is lossy too.
In conclusion: Lacking insiders or uncompressed data, will we ever find out what the original colors were supposed to be? Up to the last bit of precision? Never? Our realities are full of delusion.
That said, I would be grateful is someone uploaded team color textures from 1.31 or 1.30 or 1.29.2. This is not settled yet. See "/ReplaceableTextures/TeamColor/*". You will need CascView.
Are there any other team color sources I've missed? Reforged lobby doesn't count, it has shaded icon variations.
PS: @Retera was not involved in the writing of this article.
I sought enlightenment, but all I found was darkness.
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