Just figured out where the "Coloring" methods for this brownish set of layers are...
*\Base\ArtDefs\FOW.artdef
Basicly this file is a renamed xml with specific principles on how to handle various features of the FOG with RGB instructions. Extracting the generic structure revealed this kind of setup;
------------------------
<Element class="AssetObjects::BLPEntryValue">
<m_EntryName text="FOW/Parchment"/>
<m_XLPClass text="FOWTexture"/>
<m_XLPPath text="FOWTextures.xlp"/>
<m_BLPPackage text="FOWTextures"/>
<m_LibraryName text="FOWTexture"/>
<m_ParamName text="FullFog_LineOpacityNoise"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.400000</m_fValue>
<m_ParamName text="FullFog_LineOpacity"/>
</Element>
<Element class="AssetObjects::RGBValue">
<m_r>49.000000</m_r>
<m_g>27.000000</m_g>
<m_b>6.000000</m_b>
<m_ParamName text="FullFog_LineColor"/>
</Element>
------------------------
Which is just one section out of many more!
Essentially, a bunch of Classes/Elements hook to BLP resources and further define the Hue to apply to a variety of objects.
I have yet to try editing the Vanilla context (or change some values in there)... but it's certainly interesting to find out how they manage the process. If anything it proves we'll be able to exploit that component & its related BLP assets for proper customization attempts -- rather easily.
Gimme the SDK, asap!
*\Base\ArtDefs\FOW.artdef
Basicly this file is a renamed xml with specific principles on how to handle various features of the FOG with RGB instructions. Extracting the generic structure revealed this kind of setup;
------------------------
<Element class="AssetObjects::BLPEntryValue">
<m_EntryName text="FOW/Parchment"/>
<m_XLPClass text="FOWTexture"/>
<m_XLPPath text="FOWTextures.xlp"/>
<m_BLPPackage text="FOWTextures"/>
<m_LibraryName text="FOWTexture"/>
<m_ParamName text="FullFog_LineOpacityNoise"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.400000</m_fValue>
<m_ParamName text="FullFog_LineOpacity"/>
</Element>
<Element class="AssetObjects::RGBValue">
<m_r>49.000000</m_r>
<m_g>27.000000</m_g>
<m_b>6.000000</m_b>
<m_ParamName text="FullFog_LineColor"/>
</Element>
------------------------
Which is just one section out of many more!
Essentially, a bunch of Classes/Elements hook to BLP resources and further define the Hue to apply to a variety of objects.
I have yet to try editing the Vanilla context (or change some values in there)... but it's certainly interesting to find out how they manage the process. If anything it proves we'll be able to exploit that component & its related BLP assets for proper customization attempts -- rather easily.
Gimme the SDK, asap!
