DarkAnsem Posted March 5, 2016 Share Posted March 5, 2016 So, I've tried changing the particle colour, but it is not working. I tried two, the "stunned" one and the Ethereal shadow behind the Avatar. The first one has no material and colour changes. Buthe no matter the setting, it changes to black. Changing the curves and opacity does not help. Any idea? The second one, changes only partly. Is it possible to change the material color inside the Editor? Link to comment Share on other sites More sharing options...
davidlallen Posted March 5, 2016 Share Posted March 5, 2016 I am not an expert on the mod shader cache, but for one graphics mod I tried, many players reported it was black. The solution relates to a missing, or small mod shader cache. More information may be found here, but this file is not yet well understood: http://forums.nexusmods.com/index.php?/topic/3814610-allflags2-modshadercacheupk-size-wrong/ Link to comment Share on other sites More sharing options...
DarkAnsem Posted March 5, 2016 Author Share Posted March 5, 2016 Ah. So it is a known problem. I was just trying it out tbh. Not even released as a mod. Documentaction does not help much. Link to comment Share on other sites More sharing options...
davidlallen Posted March 5, 2016 Share Posted March 5, 2016 The problem I was trying to point out is that you might not have a mod shader cache, or you might have a small one. In that case, making sure you have a large cache file may fix the problem. Link to comment Share on other sites More sharing options...
DarkAnsem Posted March 5, 2016 Author Share Posted March 5, 2016 The problem I was trying to point out is that you might not have a mod shader cache, or you might have a small one. In that case, making sure you have a large cache file may fix the problem. oh. so how might I check that? Link to comment Share on other sites More sharing options...
davidlallen Posted March 5, 2016 Share Posted March 5, 2016 Is there a mod shader cache file in your content directory? If so how big is it (filesize)? If it is present and it is around 80 MB in size, then this is not your problem. Link to comment Share on other sites More sharing options...
DarkAnsem Posted March 5, 2016 Author Share Posted March 5, 2016 there is not. you think it would be necessary for just a couple attempts? Link to comment Share on other sites More sharing options...
davidlallen Posted March 6, 2016 Share Posted March 6, 2016 I guess the answer about mod shader caches will appear here soon:http://forums.nexusmods.com/index.php?/topic/3874915-psa-important-read-this-before-deleting-localshadercache/&do=findComment&comment=35307405 Link to comment Share on other sites More sharing options...
DarkAnsem Posted March 6, 2016 Author Share Posted March 6, 2016 update and progress: so, apparently, now particle editing works.contrary to what the documentation says, there are 3 types, not 2, of particles: w/material, without/material and, most frequently, particles which feature both elements: parts with and parts without material. Xcom 2 particles tent to feature "color range" which means, from what I understand, that the particle will oscillate between two shades.EUthe only problem is to understand how XYZ values equate to RGB. a converter such as THIS might helphttp://colormine.org/convert/rgb-to-xyzIt is not exact science however: I tried to make a psi explosion crimson, instead of blue, and somehow the exact XYZ values yield a yellow color. apparently because colours don't mix that well, and they still tend to be displayed simultaneously. Which can yield to very cool effects, but is somehow imprecise. there is also the problem that values higher than 1 tend to "overcrowd" the particle, making it less detailed. I still can't figure out why, but the difference is noticeable."Color scale over life" is still mysterious, as apparently changing initial colour overrides it. Materials are relatively more simple: you can change the color of the material via semi-standard RGB directly from the editor, and the difference will show.Problem: all stuff affected by that material will change. Answer: copy the package and rename it. After all, it will be used for making new stuff. Link to comment Share on other sites More sharing options...
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