How to change the Netrunner suit's glowey bits with ArchiveXL Dynamic Variants
This page is a part of the Recolours and Refits guide and will tell you how to change the suits' emissive materials.
The first section will show you how to swap between existing colours in the .yaml file.
The second section will show you how to change the existing presets.
~ 30 min tops for the tutorial
once you know how it works:
< 1 minute for .yaml edits
< 5 minutes for material edits
Since ArchiveXL's feature is that cool, you can switch the emissive material simply by changing the property in the .yaml file.
This guide gives detailed instructions for how to change the High Fashion Netrunner Suit, but the same principle applies for all items with dynamic appearances.
Most mod authors put the list of available appearances as a comment into the .yaml file — the line will be starting with a #
.
For the Netrunner suit, you can choose from the following emissive colours:
To change the emissive of an existing suit, you only need to change a text file. Find it in your game directory:
Open it in a text editor such as Notepad++, and find the list $instances
near the top of the file. It will look like this:
Change the current entry against one from the list above.
After your edit, make sure of the following things:
There is still a comma (,
) after the text you changed
There is still a colon (:
) in front of the text you changed
The line you changed still has the same number of leading spaces (indent). Only spaces at the beginning matter, anything else is just looking pretty.
Save the file and start the game.
If you did everything correctly, the emissive will now have a different colour.
If you made a spelling mistake (or selected the appearance off
), then the emissive will be gone.
If V is naked, then you fucked up (deleted the , or the :). In that case, remember that you can un-do the last change with Ctrl+Z
!
This section assumes that you can use Wolvenkit. If you have no idea about that yet, please check the first part of this guide: R&R: Your own Wolvenkit project.
All the emissive materials live in .mi files. Inside the archive, they're bundled in this folder:
Each file will be named emissive_VARIANT
, (VARIANT
being the colour as listed in the table above). E.g., the file for the regular green emissive will be called emissive_green.mi
See #add-files-from-the-mod-to-your-project on R&R: Colour Editing for how to extract the file.
Open the file in Wolvenkit and check the values
array. You'll see something like this:
You can make changes in the panel on the right — feel free to experiment. You can make a copy first in case you break something, but even then, you can still install the original mod again and re-extract the file.
All emissive files use one of two templates:
manavortex\torso\netrunning_suit\textures\emissive\_emissive_glitch_base.mi
manavortex\torso\netrunning_suit\textures\emissive\_emissive_base.mi
If you are missing any properties, open the template and copy them from there.
If you did everything right, your recolour will now be active. Otherwise, check R&R: Troubleshooting.
Static | Animated |
---|---|
If you're satisfied with your colour, it's time to test! Save your file, then your Wolvenkit project:
blue
glitch_blue
green
glitch_green
orange
glitch_orange
pink
glitch_pink
violet
glitch_violet
turquoise
glitch_turquoise
red
glitch_red
white
glitch_white
yellow
glitch_yellow
gold (warm white)
glitch_gold (warm white)
black
glitch_greenblue
glitch_darkblue
glitch_matrix
off
glitch_redblack