How does $color work in a material?

Jive Turkey

L3: Member
Jan 22, 2008
120
32
Does anyone know how to use $color in a material file? The idea is I want several skins, which all use the same base texture, but each skin has a different color tint. I thought this would be accomplishable by having multiple skins each with a different $color value, but I can't get it to do anything. Here's my original material file:

"VertexLitGeneric"
{
"$basetexture" "models/jp/crystal"
"$model" 1
"$surfaceprop" "glass"
"$additive" 1
"$translucent" 1
"$nocull" 1
"$envmap" "env_cubemap"
"$envmapsaturation" 1
"$color" "[ 0 0 1]"
"%keywords" "tf"
}

This is for a model, obviously. I'm assuming this should be tinted blue, but it doesn't work. What am I missing?

Furthermore, and this is something I doubt is possible, but is there any way to define the intended color within an entity itself? That way a mapper could change the color himself without messing with the material. I think there is a way to mess with the lighting origin, but then I'd have extra lights just to change the color of the thing. Kinda hacky.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
I'm guessing the RGB values are probably out of 255, and that's what's wrong. Try it with [0 0 255] instead.
 

Jive Turkey

L3: Member
Jan 22, 2008
120
32
I actually did that by accident intially, but the documentation says they are normalized floats. Just like how $envmaptint works.