Calculating RGB color representations
Each RGB color value representation is made up of three pairs of hexadecimal digits. A hexadecimal digit is one of the following characters: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F
Although the standard for hexadecimal characters is to use the decimal digits 0 through 9 and the upper case letters A through F as hexadecimal digits, lower case versions of the last 6 hexadecimal digits are also recognized by the Active Worlds browser. An RGB component color is made up of red light, green light, and blue light.
If this concept is unfamiliar to you, try thinking of it as a rainbow for the sake of simplicity. If you want the color orange you simply start with red and add a little green to it, because orange is between red and green on the rainbow. Likewise, if you want the color yellow you simply need to add more green light to your red light. For purple, just add a little red light to a strong blue light.
The six character hexadecimal representation consists of the first two digits on the left expressing the amount of red light, followed by the middle two digits expressing the amount of green light, followed by the final two digits on the right expressing the amount of blue light. Each of these component colors is represented by a pair of hexadecimal digits in the range of 00 through FF within that component's position in the RGB hexadecimal string. For those unfamiliar with counting in hexadecimal, the entire two digit hexadecimal range is as follows: 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1A, 1B, 1C, 1D, 1E, 1F, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 2A, 2B, 2C, 2D, 2E, 2F, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 3A, 3B, 3C, 3D, 3E, 3F, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 4A, 4B, 4C, 4D, 4E, 4F, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 5A, 5B, 5C, 5D, 5E, 5F, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 6A, 6B, 6C, 6D, 6E, 6F, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 7A, 7B, 7C, 7D, 7E, 7F, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 8A, 8B, 8C, 8D, 8E, 8F, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 9A, 9B, 9C, 9D, 9E, 9F, A0, A1, A2, A3, A4, A5, A6, A7, A8, A9, AA, AB, AC, AD, AE, AF, B0, B1, B2, B3, B4, B5, B6, B7, B8, B9, BA, BB, BC, BD, BE, BF, C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, CA, CB, CC, CD, CE, CF, D0, D1, D2, D3, D4, D5, D6, D7, D8, D9, DA, DB, DC, DD, DE, DF, E0, E1, E2, E3, E4, E5, E6, E7, E8, E9, EA, EB, EC, ED, EE, EF, F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, FA, FB, FC, FD, FE, FF.
Colors painted onto objects, along with other surface properties, will decide how much of what colors of light they will reflect. Keep in mind while choosing colors, that not only the objects surface properties but also the global and local lighting will effect how the colors of an object actually appears within the 3D environment.
For conversion to the decimal floating-point color values used with the RWX Color command, see the RGB color conversion page.