morbid_angel Posted March 27, 2016 Share Posted March 27, 2016 (edited) 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 March 27, 2016 by morbid_angel Link to comment Share on other sites More sharing options...
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