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tetriscat66-USGCColorOverride-1.0.0 icon

USGCColorOverride

An addon mod for UltraSkins GC, allowing you to add custom color palettes for individual weapon skins.

Date uploaded 5 days ago
Version 1.0.0
Download link tetriscat66-USGCColorOverride-1.0.0.zip
Downloads 1235
Dependency string tetriscat66-USGCColorOverride-1.0.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
bobthecorn-ULTRASKINS_GC-6.0.2 icon
bobthecorn-ULTRASKINS_GC

ULTRASKINS fixed for the UltraRevamp update

Preferred version: 6.0.2

README

UltraSkins GC Custom Palettes

An addon mod for UltraSkins GC, allowing you to add custom color palettes for individual weapon skins. These let you do things like use a different emissive color or weapon icon color for each variant for a given weapon skin.

About palettes:

Palettes are 4 pixels wide by 5 pixels tall .png files that are used in order to change certain colors of weapons and arms. Pixels in a palette will affect different things depending on their placement. Refer to the visual aides provided in the Resources section for where to place each pixel color.

Creating a palette:

To create a palette, simply add a 4x5 pixel .png file to your skin, named with the original skin's texture name, followed by _Palette; an identical naming scheme to the existing _ID and _Emissive sprites. The following palettes are supported:

- T_PistolNew_Palette.png
- T_MinosRevolver_Palette.png
- T_ShotgunNew_Palette.png
- T_ImpactHammer_Palette.png
- T_Chainsaw_Palette_.png
- T_NailgunNew_Palette.png
- T_SawbladeLauncher_Palette.png
- T_Railcannon_Palette.png
- T_RocketLauncher_Palette.png
- T_MainArm_Palette.png
- T_Feedbacker_Palette.png
- v2_armtex_Palette.png
- T_GreenArm_Palette.png
- T_Washer_Palette.png
- T_Vacuum_Palette.png
- T_MainArm_White_Palette.png

If the weapon has an _ID color for custom color palettes, these _Palette files will apply to them too.

The general trend for pixel placement that palettes follow is using the top row for emissive colors, the bottom row for weapon icon colors, and rows in between for various other nescessary colors. Each column tends to be dedicated to one variant color (blue, green, red, and gold, in that order), though many skins will use the gold variant column as needed for additional extra colors.

Pixels in a palette will always be treated as either fully transparent or fully opaque. Any translucent pixels are treated as and forced to be opaque. Empty pixels will cause the mod to not overwrite anything affected by the pixel's color, letting you specify that the vanilla color should be used instead.

Credits/Thanks

Thank you Cintra_ (CintraSkins on Thunderstore) for your suggestions, proofreading and editing of the readme, and for beta testing this mod.

Reporting Bugs

If you find any bugs, you can report them to me either through making an issue on the GitHub repository for this mod or through the New Blood Discord server in #ultrakill-modding, the Ultrakill Discord server in #ultramodding, or BobTheCorn's Discord server in #modding-chat (the Discord server linked to by UltraSkins GC). Be sure to ping me (@syla_tetriscat66_0469) if you're using Discord so that I see your message.

Resources

The Palette guide maps for each supported skin are attached below. They can also be found and downloaded here.

T_PistolNew_Palette.png and T_MinosRevolver_Palette.png


T_ShotgunNew_Palette.png


T_ImpactHammer_Palette.png


T_Chainsaw_Palette_.png


T_NailgunNew_Palette.png and T_SawbladeLauncher_Palette.png


T_Railcannon_Palette.png


T_RocketLauncher_Palette.png


T_MainArm_Palette.png


T_Feedbacker_Palette.png


v2_armtex_Palette.png


T_GreenArm_Palette.png


T_Washer_Palette.png


T_Vacuum_Palette.png


T_MainArm_White_Palette.png