I'm hoping that the color editor can lead to better mods. There are various alpha and Boolean structures in the packages as well, so doing things like making a particular material invisible or flat out turning off an effect might be possible. I know I want to do a Shinnok mod out of Shang Tsung at one point, but it wouldn't look right without blue flames. Now that I understand the nametable a little better I can probably move around some of his animations as well so that he does that two armed fireball that Shinnok did in Armageddon.
So I generically replaced the first part of the structure in the ini's with as many strings with "color" in them as possible. I lost count after around 40 (ugh). I didn't find much that actually worked using this method. Nightwolf has some various "lightning" colors that I'm sure work for raiden and rain as well. Also there are colors with the structure name "NONE" that are lime green for nightwolf, but apparently do absolutely nothing. I believe that some of these strings are actually new color types (right now all structures look up a linear color) and others are specific labels the scripts use to differentiate colors of the same structure.
I've kept notes so nobody repeats my work, but my results mean we have to do things the hard way. That means taking the name table and searching within the xxx file for any of the name table string IDs with "color" in the title, looking up the strings surrounding it via the nametable and determing if the structure has a color value and if so what the structure makeup is.
I'll probably do another release later today as I've made a couple of improvements and bug fixes. Then anybody that can needs to help me look up stuff in nightwolf so we can figure out all of these structures. I intentionally picked him because he has a lot of different effects going on. His body glows, he makes a spot on the floor glow, and he has both generic and specific particle effects. So I'm guessing if we can map him out, that'll be 90% of the color types in the game.
Ok before my brains completely turn to mush, I've figured out a bit more in regards to the nametable scripts in the files.
It looks like that any string ending in the word "Property" is followed by the length of the property and then you read that many bytes ahead to get the value. I figured this out by looking back at the structures a little more. I actually missed a string, which is irrelevant for our purposes, but makes things a bit clearer. The FULL structure for a color is this:
NameProperty->0x8->The name ( 8 byte id... actual name found out by looking it up in the name table)->ParameterValue->StructProperty->0x10->LinearColor->the color value (0x10 bytes long)
So that makes a little more sense although there are still issues. structproperty defines the length as 10 for what you would think is the linearcolor, but in actuality it's the value after that... the color. Just a little be more and I might be able to write a decompiler.
Good call & Good Luck I'm at work O Happy days :-(
used the color picker,with npc_scorpion_c_baby and modified the alt costume color to yellow,no changes(should try on an alt mk2 scorpion to see if it works) maybe there's another color there that determines this,but i don't know,to be sure. one thing is that maybe it loads the colors from the mk2 diff and hardcodes the colors to the babality? yeah it's stupid,but it could be possible. hope ya get better mate!
PD: to all,mk2 pack V1 for ps3 is done,i'm using mk1 babalities as a placeholder,but upload is inbound soon.
I have a quick question:
If I am making a modded default costume for a regular character (i.e. Sonya) into a new character (i.e. Sny), which of the 3 checkboxes do I select in the generic renamer?
Any info on this would be greatly appreciated. I know what to check for boss characters, but I don't know what to check when it's a regular character.
They were created by @unclefestor and myself to help with this exact question. :)