Dicey Posted February 2, 2017 Share Posted February 2, 2017 Hello! I wondered if any of you have tried this or know of a way of doing this. I basically am copying an already in-game Armor item as a template to create a new tier of my own, I'd like to use the original mesh for the item, however I would like the color of the texture to be slightly different to represent the differance in material/tier ect. I know this can be done when the item in previewed on UMA models, saved and baked ect, but is there a way to do this for item a player can use in game? This is the original code: <item id="384" name="ironLegArmor"> <!-- ironArmor --> <property name="Extends" value="ironBoots" /> <property name="FuelValue" value="12" /> <property name="EconomicValue" value="700" /> <property name="EquipSlot" value="Legs" /> <property class="UMA"> <property name="Mesh" value="armor_iron_pants" /> <property name="Overlay0" value="armor_iron_pants" /> <property name="Layer" value="3" /> <property name="UISlot" value="LegArmor" /> </property> </item> This is the code I tried to change the item texture color: <property class="UMA"> <property name="Overlay0" value="armor_iron_pants" color="32,32,32,255"/> Obviously it didn't work or else I wouldn't be posting this here, do you know if this is even at all possible? or is there some other work around or not? My theory is that it isnt possible because of the way textures are preloaded possibly; still would be nice to be able to do this. Link to comment Share on other sites More sharing options...
JWMangrum Posted February 12, 2017 Share Posted February 12, 2017 <property class="UMA"> <property name="Overlay0" value="armor_iron_pants" color="32,32,32,255"/> The correct code would be: <property class="UMA"> <property name="Overlay0" value="armor_iron_pants" /> <property name="Overlay0Tint" value="32,32,32" /> (or <property name="Overlay0Tint" value="32,32,32,255" /> --I haven't checked to see if the transparency is needed with this item). Link to comment Share on other sites More sharing options...
Dicey Posted February 16, 2017 Author Share Posted February 16, 2017 Holy Sheep! I didn't think this would ever get a reply, Thank you good fellow! Much appreciated Link to comment Share on other sites More sharing options...
Baltazar Posted October 3, 2017 Share Posted October 3, 2017 would this be the same if you wanted to do it for weapons? Link to comment Share on other sites More sharing options...
Tehkarma Posted October 10, 2017 Share Posted October 10, 2017 would this be the same if you wanted to do it for weapons? I see what you're trying to do here, Balt. I would also be curious if tinting weapons as I don't see UMA values listed for them. Link to comment Share on other sites More sharing options...
bigstep70 Posted October 23, 2017 Share Posted October 23, 2017 I know the thread is a little old but here... This is straight outta the items.xml <item id="108" name="fireaxeSteel"> <property name="Extends" value="fireaxeIron"/> <property name="CustomIcon" value="fireaxeIron"/> <-------- gotta have an icon reference <property name="CustomIconTint" value="E9ECF1"/> <------- color code, I dont think transperency works so just use a lighter shade of the color you want <item id="501" name="tankTopBlue"> <property name="Extends" value="tankTopWhite"/> <property name="CustomIcon" value="tankTopWhite"/> -------> icon reference <property name="CustomIconTint" value="40,60,90"/> -------> color code <property class="UMA"> -----------------------------------> character screen <property name="Overlay1Tint" value="40,60,90"/> ---------> color code Ive recolored a tonne of things in the items.xml. Ive also used clayLump as snowball icon and recolored them to be dicsernable from each other as the default mesh/icon was the same as all ground/dirt and hard to find sometimes... this makes it much easier to find my stack of snowballs for water production. <item id="1319" name="clayLump"> <property name="Meshfile" value="Items/Crafting/clay"/> <property name="CustomIcon" value="clayLump"/> <property name="CustomIconTint" value="D2B48C"/> -------> light brown <item id="1321" name="snowBall"> <property name="Meshfile" value="Items/Crafting/clay"/> <property name="CustomIcon" value="clayLump"/> <property name="CustomIconTint" value="FFFFFF"/> ---------> white (hardly noticable) Hope this helps you color your world LOL... or at least the items/clothes site I use for color compairison's ---> http://www.htmlcsscolor.com/ Link to comment Share on other sites More sharing options...
Dicey Posted March 16, 2018 Author Share Posted March 16, 2018 Hi Folks! Long time no see! 'Alpha 16.4 kicks zombie bottom btw' TFP RULEZ ^^ Been playing the game OFC but only just recently gotten back into modding it after a LONG break from the days of a15(something).. Soz for bumping this thread but my Question is kinda relevant to it and why waste space right? I want to know.. if any of you know.. How do we change the color of the texture for blocks such as Workbenches ? I noticed in (War of the Walkers, I think(?)) That this has been done and to me it looks like a Tint of some kind, anyway, any help Greatly appreciated!! PS: I will update my mod thread soon so pls dnt delete it ty ty ty! Link to comment Share on other sites More sharing options...
Tin Posted March 16, 2018 Share Posted March 16, 2018 Hi Folks! Long time no see! 'Alpha 16.4 kicks zombie bottom btw' TFP RULEZ ^^ Been playing the game OFC but only just recently gotten back into modding it after a LONG break from the days of a15(something).. Soz for bumping this thread but my Question is kinda relevant to it and why waste space right? I want to know.. if any of you know.. How do we change the color of the texture for blocks such as Workbenches ? I noticed in (War of the Walkers, I think(?)) That this has been done and to me it looks like a Tint of some kind, anyway, any help Greatly appreciated!! PS: I will update my mod thread soon so pls dnt delete it ty ty ty! Look at the "cntCar03SedanDamage0" block (This cannot be done with all blocks). Link to comment Share on other sites More sharing options...
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