yahanwiwi Posted September 8, 2016 Share Posted September 8, 2016 Can someone explain to me how color remapping index works. How does it determine color. http://i.imgur.com/FD1vVVu.png Link to comment Share on other sites More sharing options...
yahanwiwi Posted September 10, 2016 Author Share Posted September 10, 2016 bump Link to comment Share on other sites More sharing options...
VIitS Posted September 10, 2016 Share Posted September 10, 2016 It points to a texture file, and the index value tells it what part of the texture to use. A good example is hair colors.Don't know exactly how the index value maps to position on the texture, but I'm sure that's something you could figure out by looking at existing values and seeing what parts of the texture file they correspond to. Link to comment Share on other sites More sharing options...
Deleted15964729User Posted September 10, 2016 Share Posted September 10, 2016 I assumed it was the same as palette files for combat armor and the rust on some power pieces. Link to comment Share on other sites More sharing options...
VIitS Posted September 11, 2016 Share Posted September 11, 2016 I would imagine it is. If you look at the material files (.bgsm) for the baseball bat paint OMODs, you'll see a file called PaintedBatLookup.dds in the "Greyscale Texture" field. If you open that file with Photoshop (with the NVIDIA plugin) or paint.net (free alternative if you need to edit texture files), you'll see that it is a color palette (the main texture file is in grayscale). Similarly, hair colors all point to the HairColor_LGrad_d.dds file*. I haven't double checked combat armor, but I would guess it is the same way. *Annoyingly, there is no way to change this. If you wanted to add new color options for bats that aren't on the palette, you can just make a new palette with a different name, and have your new OMODs point to that instead, but since the hair color records have the relevant file hardcoded, there is no way to redirect it. This means adding new hair color options (that aren't unused colors already on the palette) is impossible without editing the HairColor_LGrad_d.dds file, which is a pain for compatibility between mods. Hopefully Expired figures out a way to change that with LooksMenu, so we can have a full color palette like he added with RaceMenu for Skyrim. Link to comment Share on other sites More sharing options...
yahanwiwi Posted September 13, 2016 Author Share Posted September 13, 2016 (edited) Thanks for pointing me in the right direction. I'm starting to figure out how it works. And holy sh*t this is gonna be time consuming for what type of mod I'm going for. I'm working on adding materials for weapons to give guns a little variety. Each new color requires something like 3 new object mods. Edited September 13, 2016 by yahanwiwi Link to comment Share on other sites More sharing options...
mkborgelt13 Posted September 24, 2016 Share Posted September 24, 2016 How can I change the color remapping index for an individual instance of a static... like one of the parts of MachineKit.? When I change the color of a piece, it changes it for all of them in the game. Link to comment Share on other sites More sharing options...
radiumskull Posted September 24, 2016 Share Posted September 24, 2016 How can I change the color remapping index for an individual instance of a static... like one of the parts of MachineKit.? When I change the color of a piece, it changes it for all of them in the game.If there's a way to do that, it would be in the Reference Properties, the window you get when you double-click an object instance in the cell. If it is available, it would work like the Material Swap in the Extra tab. Come to think of it, that might be your answer. Link to comment Share on other sites More sharing options...
zilav Posted September 24, 2016 Share Posted September 24, 2016 A good guide (Japan), but pictures alone are more that enough to understand. Or use google tranlate.http://f4mod.hatenablog.com/entry/textures/Color_Palette_1http://f4mod.hatenablog.com/entry/textures/Color_Palette_2 Link to comment Share on other sites More sharing options...
mkborgelt13 Posted September 25, 2016 Share Posted September 25, 2016 How can I change the color remapping index for an individual instance of a static... like one of the parts of MachineKit.? When I change the color of a piece, it changes it for all of them in the game.If there's a way to do that, it would be in the Reference Properties, the window you get when you double-click an object instance in the cell. If it is available, it would work like the Material Swap in the Extra tab. Come to think of it, that might be your answer. Thank you, exactly what I was looking for. I'm re-doing and expanding the institute to use HiTech tileset with factory and machine kit assets. Link to comment Share on other sites More sharing options...
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