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[Need Help] Customizable Emissive Color


morbid_angel

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Ok i've been at this for a couple nights, and so far i'm failing horribly;

I'm trying to make the Emissive color on my helmets controllable in-game.

 

I Managed to rig it to Primary or Secondary color pickers but in my opinion that limits the customization too much.

What i was trying to do was to rig it to the EyeColor Picker already present in the menu.

 

Now, i rigged a custom material to that function, but from what i can understand i need to modify the xcomhumanpawn.uc so that it refreshes the Helmet,UpperFace and LowerFace when you change the EyeColor in order to make it happen in-game.

 

From what i can understand this should be the part that it uses when you use the EyeColor picker:

 

 

 

simulated function UpdateEyesMaterial(MaterialInstanceConstant MIC)

{

local XComLinearColorPalette Palette;

local LinearColor ParamColor;

 

Palette = `CONTENT.GetColorPalette(ePalette_EyeColor);

ParamColor = Palette.Entries[m_kAppearance.iEyeColor > -1 ? m_kAppearance.iEyeColor : 0].Primary;

MIC.SetVectorParameterValue('EyeColor', ParamColor);

 

 

 

 

 

But from here i'm totally lost... i have zero experience at coding\scripting and config editing so no idea on how to do it propely.

 

Another option would be to create a custom color picker in the menu to control the emissive color only. But that would require even more scripting so really improbable i can figure that out alone.

 

Anyone with some experience would be kind enough to help with this matter?

It Would be greatly appreciated.

Edited by morbid_angel
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