Transparency is controlled by the alpha channel ( AA in #AARRGGBB ). Maximal value (255 dec, FF hex) means fully opaque. Minimum value (0 dec, 00 hex) means fully transparent. Values in between are semi-transparent, i.e. the color is mixed with the background color.
To get a fully transparent color set the alpha to zero. RR. GG and BB are irrelevant in this case because no color will be visible. This means #00FFFFFF ("transparent White") is the same color as #00F0F8FF ("transparent AliceBlue"). To keep it simple one chooses black ( #00000000 ) or white ( #00FFFFFF ) if the color does not matter.
In the table you linked to you'll find Transparent defined as #00FFFFFF .
answered Apr 21 '14 at 16:21
let's say I need 50% opacity. What is the code for white color with 50% opacity/transparent? – user3332579 Apr 21 '14 at 16:39
@user3332579: 50% is 7F. Put your calculator in hex mode, it will do the trick for you. – theHacker Apr 21 '14 at 16:56
@user3332579: So 50% white is #7FFFFFFF. – theHacker Apr 21 '14 at 17:02
Here is the table of % to hex values E.g. For 50% white you would use #80 FFFFFF.
answered Feb 12 '15 at 15:29
extremely helpful. thankyou – Eleanor Zimmermann Nov 30 '16 at 0:31
how do you calculate this? – Saeed Jassani Dec 26 '16 at 15:37
@SaeedJassani FF is number written in hex mode. That number represent 255 in decimal. For example, if you want 42% to calculate you need to find 42% of numbeer 255 and convert that number to hex. 255 * 0.42
= 107 107 to hex is "6B" – Maleta Dec 27 '16 at 10:32
In the properties panel, you have options for changing the color settings of a visualization. The option By expression gives you great freedom to decide how to color the measure values in a visualization. In the expression you can define what colors to use and have different colors for different value ranges. In a table you can define both the background color and the text color, and color different measure columns individually. Other charts receive a single color across all measures (if multiple measures exist).
Correctly used, coloring by expression is a very efficient way of accentuating values of particular interest, or differentiating between values that do and do not meet a limit value.
The expression is a color code. Selected by default, because, normally, you want to use the expression as a color code. When this option is cleared, the expression evaluates to a number, which in turn is plotted against one of the chart gradients. If you use the same expression as the measure in the visualization, you will have the same coloring as By measure .Visualizations that support color by expression
The following visualizations support color by expression:
Legend selection is not available in a visualization when coloring by expression.Supported expression formats
The following formats are supported when you create your expressions.
With RGB colors you enter an integer value between 0 and 255 (or an expression that evaluates to such a value) for each of the colors red, green, and blue. The resulting color is produced by adding the three colors together.
This example generates the color blue. Many of the RGB colors have a corresponding keyword in plain text that can be used instead of the RGB code. If you use 'blue' as expression, you would get exactly the same color. Hexadecimal numbers are also supported, and the color blue has the string '#0000ff' .
The ARGB color model has the same support as the RGB color model, but extends it with an additional alpha value to set the opacity of a color.
The first value (125), sets the alpha value. The value 0 generates full transparency and the value 255 full opacity.
In HSL. the color is defined by a hue value, a saturation value, and a luminosity value. You use values between 0 and 1. Hue is represented as an angle of the color circle (that is, the rainbow represented in a circle). Saturation is full with the value 1 and a shade of gray with the value 0. Lightness with the value 1 is white, and black with the value 0. The value 0.5 is commonly used.
This example generates a red color with medium saturation and lightness.Qlik Sense color functions
The following color functions can be used in the expressions.Creating an expression
You create expressions for colors in the properties panel.
Do the following:
In the properties panel, open Appearance > Colors and legend .
Click the Colors button to switch to Custom .
In the drop-down list, select the option By expression.
An expression text box is opened.
Enter your expression in the text box, or click 3 to open the expression editor.
If the expression is valid, the visualization is updated.
Here are a few examples to show what you can do with expressions by color.
if(sum([Budget Amount]) > 1000000, 'cornflowerblue', magenta())
In this example there is a condition. If sum([Budget Amount]) is greater than 1 million, the corresponding measure values will be colored ' cornflowerblue ', otherwise they will be colored magenta.
' cornflowerblue ' is the keyword for the color rgb(100, 149, 227) .
magenta() is the function that generates a magenta color.
This example starts with alpha value for full opacity, and then uses the rand() function to generate random values for the red, green, and blue colors.
In the properties panel for a table, under Columns > <Measure name>. you have color expression options both for the background color and the text color. If you set a background color that is dark, the text color will automatically become white instead of black to improve readability.
The following screenshot shows the use of expressions for background color and text color. Measure values in Sales that are lower than $10000 have a red background color, all other values have a green background. In addition, the values that are higher than $200000 have the text color ' gold '.
Use the following links to find out more about CSS colors:
The function converts color type into uint type to get ARGB representation of the color. ARGB color format is used to generate a graphical resource. text display. as well as for CCanvas standard library class.
uint ColorToARGB (
color clr. // converted color in color format
uchar alpha=255 // alpha channel managing color transparency
[in] Color value in color type variable.
[in] The value of the alpha channel used to receive the color in ARGB format. The value may be set from 0 (a color of a foreground pixel does not change the display of an underlying one) up to 255 (a color of an underlying pixel is completely replaced by the foreground pixel's one). Color transparency in percentage terms is calculated as (1-alpha/255)*100%. In other words, the lesser value of the alpha channel leads to more transparent color.
Presenting the color in ARGB format where Alfa, Red, Green, Blue (alpha channel, red, green, blue) values are set in series in four uint type bytes.
RGB is a basic and commonly used format for pixel color description on a screen in computer graphics. Names of basic colors are used to set red, green and blue color components. Each component is described by one byte specifying the color saturation in the range of 0 to 255 (0x00 to 0XFF in hexadecimal format). Since the white color contains all colors, it is described as 0xFFFFFF, that is, each one of three components is presented by the maximum value of 0xFF.
However, some tasks require to specify the color transparency to describe the look of an image in case it is covered by the color with some degree of transparency. The concept of alpha channel is introduced for such cases. It is implemented as an additional component of RGB format. ARGB format structure is shown below.
ARGB values are typically expressed using hexadecimal format with each pair of digits representing the values of Alpha, Red, Green and Blue channels, respectively. For example, 80FFFF00 color represents 50.2% opaque yellow. Initially, 0x80 sets 50.2% alpha value, as it is 50.2% of 0xFF value. Then, the first FF pair defines the highest value of the red component; the next FF pair is like the previous but for the green component; the final 00 pair represents the lowest value the blue component can have (absence of blue). Combination of green and red colors yields yellow one. If the alpha channel is not used, the entry can be reduced down to 6 RRGGBB digits, this is why the alpha channel values are stored in the top bits of uint integer type.
Depending on the context, hexadecimal digits can be written with '0x' or '#' prefix, for example, 80FFFF00, 0x80FFFF00 or #80FFFF00.
//| Script program start function |
void OnStart ()
//--- set transparency
uchar alfa=0x55; // 0x55 means 55/255=21.6 % of transparency
//--- derive conversion to ARGB for clrBlue color
PrintFormat ( "0x%.8X - clrBlue". clrBlue );
PrintFormat ( "0x%.8X - clrBlue ARGB with alfa=0x55 (transparency 21.6%%)". ColorToARGB ( clrBlue ,alfa));
//--- derive conversion to ARGB for clrGreen color
PrintFormat ( "0x%.8X - clrGreen". clrGreen );
PrintFormat ( "0x%.8X - clrGreen ARGB with alfa=0x55 (transparency 21.6%%)". ColorToARGB ( clrGreen ,alfa));
//--- derive conversion to ARGB for clrRed color
PrintFormat ( "0x%.8X - clrRed". clrRed );
PrintFormat ( "0x%.8X - clrRed ARGB with alfa=0x55 (transparency 21.6%%)". ColorToARGB ( clrRed ,alfa));
Remark: Permission of "android.permission.INTERNET" is needed in this exercise to load Bitmap from internet.
Click on the images for descriptionsIntroduced in
Game: Operation Flashpoint: Resistance Version: 1.75Description
Description: Textures object selection with texture named in array. Array has the form [selectionNumber, "Texture"].
The selection number is defined through the hiddenselection =<> array in the vehicle's config (starting with 0).
NOTE. Not all objects could be textured this way. To find out, run getObjectTextures command on an object. Empty array  usually indicates it cannot be textured.
Syntax: object setObjectTexture [selectionNumber,texture] Parameters: object: Object [selectionNumber,texture]: Array selectionNumber: Number texture: String Return Value: Nothing
Example 1: _objectname setObjectTexture [0, "\pboname\texture.paa"]; _objectname setObjectTexture [1, "\pboname\texture2.paa"]; Example 2: _obj setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"]; Example 3: _obj setObjectTexture [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"]; Example 4: When applying custom texture in Editor on vehicles that have randomization enabled (Arma 3 Assets ), disable randomization first: this setVariable ["BIS_enableRandomization", false ]; this setObjectTexture [0,"#(rgb,8,8,3)color(1,0,0,1)"];Additional Information
Multiplayer: - See also:
Posted on Aug 4, 2006 - 23:40 Hoz In MP this command has only local effect. If you want to change a texture on all clients, you have to execute this command on each client (or setObjectTextureGlobal ). This command has also a bug: when a saved game is loaded the texture you have set will disappear and needs to be reset. Posted on December 19, 2009 - 23:16 Lou Montana Instead of bitmaps, procedural textures can be used.
The syntax for those is #(argb,8,8,3)color(R,G,B,A). where R,G,B stands for Red, Green, Blue, and A stands for Alpha, all values can be anything between 0 and 1 (including decimals). e.g. _obj setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)'] would color myObj in flat green. See Procedural Textures for more details. Posted on August 25, 2014 - 22:27 (EST) Benargee Also works with absolute path and .jpg files. _obj setObjectTexture [0, "C:\Folder\Folder\Texture.paa"]; _obj setObjectTexture [0, "C:\Folder\Folder\Texture.jpg"]; Texture can also be blank: _obj setObjectTexture [2,""]; This will make the texture selection invisible on certain units without an error message. In some cases this is a desirable effect
Posted on March 18, 2015 - 03:09 (UTC) Longbow It is also possible to apply texture to unit's backpack, as it also has hidden selection (unfortunately does not work for vests) (backpackContainer player) setObjectTexture [0,'#(argb,8,8,3)color(0,0,0,1)'] Also keep in mind that player's custom texture is being reset when you open BIS Arsenal (even without changing any gear) Posted on May 13, 2015 - 14:37 (UTC) Moerderhoschi You can also use the gameinternal skins: List of MH9 Skins _obj setObjectTexture [0, "\a3\air_f\heli_light_01\data\skins\heli_light_01_ext_digital_co.paa"]; Posted on October 24, 2016 - 12:09 (UTC) Killzone Kid Sometimes it could be necessary to set default material on an object for the texture to take effect: _block = createVehicle ["Land_VR_Block_02_F", player getPos [20, getDir player ], , 0, "CAN_COLLIDE"]; _block setObjectMaterial [0, "\a3\data_f\default.rvmat"]; _block setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"]; Courtesy of Larrow