XCOM 2
Stenchfury Modular Helmets
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
Stenchfury  [ontwikkelaar] 27 mrt 2016 om 2:57
[NEED HELP] Controllable Emissive Color.
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.
Laatst bewerkt door Stenchfury; 27 mrt 2016 om 2:59
< >
1-2 van 2 reacties weergegeven
< >
1-2 van 2 reacties weergegeven
Per pagina: 1530 50