Apparently this was common knowledge to some people, but I actually had no idea until now and thought it might be helpful for anyone outside of the know, apparently this "feature" is not mentioned in the manual at all either. http://www.concept-micro.com/~petchema/ ... 0Guide.pdf
Here is the code as proof of this claim, from "DaggerfallTravelMapWindow.cs"
Code: Select all
locationPixelColors = new Color32[]
{
new Color32(colors.GetRed(237), colors.GetGreen(237), colors.GetBlue(237), 255), //dunglab (R215, G119, B39)
new Color32(colors.GetRed(240), colors.GetGreen(240), colors.GetBlue(240), 255), //dungkeep (R191, G87, B27)
new Color32(colors.GetRed(243), colors.GetGreen(243), colors.GetBlue(243), 255), //dungruin (R171, G51, B15)
new Color32(colors.GetRed(246), colors.GetGreen(246), colors.GetBlue(246), 255), //graveyards (R147, G15, B7)
new Color32(colors.GetRed(0), colors.GetGreen(0), colors.GetBlue(0), 255), //coven (R15, G15, B15)
new Color32(colors.GetRed(53), colors.GetGreen(53), colors.GetBlue(53), 255), //farms (R165, G100, B70)
new Color32(colors.GetRed(51), colors.GetGreen(51), colors.GetBlue(51), 255), //wealthy (R193, G133, B100)
new Color32(colors.GetRed(55), colors.GetGreen(55), colors.GetBlue(55), 255), //poor (R140, G86, B55)
new Color32(colors.GetRed(96), colors.GetGreen(96), colors.GetBlue(96), 255), //temple (R176, G205, B255)
new Color32(colors.GetRed(101), colors.GetGreen(101), colors.GetBlue(101), 255), //cult (R68, G124, B192)
new Color32(colors.GetRed(39), colors.GetGreen(39), colors.GetBlue(39), 255), //tavern (R126, G81, B89)
new Color32(colors.GetRed(33), colors.GetGreen(33), colors.GetBlue(33), 255), //city (R220, G177, B177)
new Color32(colors.GetRed(35), colors.GetGreen(35), colors.GetBlue(35), 255), //hamlet (R188, G138, B138)
new Color32(colors.GetRed(37), colors.GetGreen(37), colors.GetBlue(37), 255), //village (R155, G105, B106)
};