Green is an approachable baseline, but no color maintains equal contrast on every background. Current v3 records qualify when green is at least 128, no lower than red or blue, and the result is not white. Historical v1 records also include preset green. Historical v1 originals remain unchanged and may be rejected by the current client. Only legacy static style 4 supports conversion: click Copy beside the crosshair, select your game resolution in the dialog, review the previews and warnings, then copy the compatible code; unsupported codes keep their originals. Choose a supported current v3 code for import or editing; a recently tracked record can still contain an older format.
Current RGB and historical presets
- Current v3 uses
cl_crosshaircolor_r,_g,_b, and_afor red, green, blue, and opacity. Preserve all four values. - Historical v1 used preset green (
cl_crosshaircolor 1) or custom RGB. That preset command is a historical reference, not the current color workflow.
Color solves visibility, not shape. If the crosshair covers a head, change size or gap before searching for a brighter green.
Three background checks
- Foliage and green materials on Ancient.
- Bright walls and sky on Mirage or Nuke.
- Dark corners, smoke edges, and fire.
If only a few backgrounds cause problems, try a slightly cyan custom green or enable outline. If most scenes fail, changing the main color is cleaner than adding more thickness.
cl_crosshaircolor_r 0; cl_crosshaircolor_g 255; cl_crosshaircolor_b 0; cl_crosshaircolor_a 255