Mathew322 Posted July 29 Posted July 29 I'm looking to figure out which file the games uses to store mission NPC Costumes? I know it's not as simple as the .costume files used for the player avatar, but the game must use a similar costume structure for mission NPCs since so many of them are built using the same character creator pieces and color picking system. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 29 Posted July 29 Unfortunately they're really spread out amongst the different piggs just like the player costume files are. On Ourodev it says the NPC costumes are generally supposted to be under n_costume folders but that is definitely not how it goes lol not to mention n_costume is spread out between a few different files and in the Beta/i24/Live folders... and those files in each of those folders seem to have a crapload of duplicates. I've been diggin through all of this stuff lately and I'm to a point that I'm about to export all the costume textures just to find what I'm lookin for lol From searching the forums there seems to be a spreadsheet of texture files and some other info but the links to it are all dead. I'm guessing when The Philotic Knight left he may have taken down the Visual Rosetta Stone. I messaged a few people about it but I've yet to hear anything back. Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
AboveTheChemist Posted July 29 Posted July 29 6 hours ago, LKN-351 said: n_costume is spread out between a few different files and in the Beta/i24/Live folders... and those files in each of those folders seem to have a crapload of duplicates. The duplicates you see are because those live and beta assets replace the i24 assets. The i24 assets are an unchanging snapshot in time from shutdown, and the live and beta assets either contain new assets created for HC, or replacement assets to fix/enhance the existing i24 assets. If you think of the i24 assets as the 'base game', then the live/beta assets are a mod that overwrites them. I know of a rosetta stone spreadsheet for sound but I don't remember much about the visual rosetta stone. I have a vague memory of its brief existence but I don't have a copy and don't recall much about it. PK recently posted a dump of all his info at this link, and while I don't see the visual rosetta stone mentioned there, you may have some luck if you contact him about it. Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Mathew322 Posted July 29 Author Posted July 29 7 hours ago, LKN-351 said: Unfortunately they're really spread out amongst the different piggs just like the player costume files are. On Ourodev it says the NPC costumes are generally supposted to be under n_costume folders but that is definitely not how it goes lol not to mention n_costume is spread out between a few different files and in the Beta/i24/Live folders... and those files in each of those folders seem to have a crapload of duplicates. I've been diggin through all of this stuff lately and I'm to a point that I'm about to export all the costume textures just to find what I'm lookin for lol From searching the forums there seems to be a spreadsheet of texture files and some other info but the links to it are all dead. I'm guessing when The Philotic Knight left he may have taken down the Visual Rosetta Stone. I messaged a few people about it but I've yet to hear anything back. I don't mind exporting all the pigg files into one place and searching through them so I'll take a look at n_costume when I can. 31 minutes ago, AboveTheChemist said: The duplicates you see are because those live and beta assets replace the i24 assets. The i24 assets are an unchanging snapshot in time from shutdown, and the live and beta assets either contain new assets created for HC, or replacement assets to fix/enhance the existing i24 assets. If you think of the i24 assets as the 'base game', then the live/beta assets are a mod that overwrites them. I know of a rosetta stone spreadsheet for sound but I don't remember much about the visual rosetta stone. I have a vague memory of its brief existence but I don't have a copy and don't recall much about it. PK recently posted a dump of all his info at this link, and while I don't see the visual rosetta stone mentioned there, you may have some luck if you contact him about it. That's pretty much how I was treating them, I noticed some of the pigg contents were way older than others, like 2005 and 2006 while others jumped to 2019 and newer. I'll take a look at PK's content dump to see what might help me. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
Purrfekshawn Posted July 29 Posted July 29 It's inside this: bin/VillainCostume.bin that's stored inside "bin.pigg" or bin/VillainCostume.bin that's stored inside "bin_villaincostume.pigg" l can remember l was modifying Civilian (you know NPC that walk across the streets) costume and these all were lnside "VillainCostume.bin". To keep this game safe, We have to give it to the world. Arc ID #13097 - Archvillain Beatdown, try it out! Arc ID #21066 - Archvillain Beatdown - Past Edition! Letz now talk about existing Incarnate Lore Pets: https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/
LKN-351 Posted July 29 Posted July 29 @Mathew322 I had a thought earlier that may help with identifying the texture file names and it seems like it totally panned out. I'm not sure if it'll help you quite as much as it'll help me but I'll pass the info along so you and anyone else may have it. The texture files aren't always named in a way that you'd expect, like for a few examples: some of the legacy faces have different numbers for the file than they do in the CC, same goes with the names of some of the face 'masks'. Unforetunately I can't remember the specifics there, but I can tell you this: If you're looking for Citadel his texture files wont be named Citadel because that wasn't his original name. His original name was Bastion and that's what his texture files are named as. I personally was looking for the name of a specific texture file for a costume part. In Titan Icon you can bring up some of the NPC parts as well as some player parts that never got finished in the costume creator. I had a wise idea of saving those unfinished parts to a costume file and bringing that costume file over to the HC game to see if they still existed. Then I opened that costume file to see if it'd give me clues as to what the texture name was, and it does. The costume file tells you the name of the geo as well as the texture file. I have a theory to take that a step further that might help you though, you might try to do that with the AE custom critter files. It wont tell you the bin file you're looking for but if you extract all those piggs then you can use windows file search and have the actual name of the texture file you're looking for. Cause like I mentioned, you wont find Citadels files without knowing the names and who knows if that's the case with any of the other file names. Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 29 Author Posted July 29 2 hours ago, Purrfekshawn said: It's inside this: bin/VillainCostume.bin that's stored inside "bin.pigg" or bin/VillainCostume.bin that's stored inside "bin_villaincostume.pigg" l can remember l was modifying Civilian (you know NPC that walk across the streets) costume and these all were lnside "VillainCostume.bin". Ah, I'll take a look in there as well, I assumed it might have been a bin file. 1 hour ago, LKN-351 said: @Mathew322 I had a thought earlier that may help with identifying the texture file names and it seems like it totally panned out. I'm not sure if it'll help you quite as much as it'll help me but I'll pass the info along so you and anyone else may have it. The texture files aren't always named in a way that you'd expect, like for a few examples: some of the legacy faces have different numbers for the file than they do in the CC, same goes with the names of some of the face 'masks'. Unforetunately I can't remember the specifics there, but I can tell you this: If you're looking for Citadel his texture files wont be named Citadel because that wasn't his original name. His original name was Bastion and that's what his texture files are named as. I personally was looking for the name of a specific texture file for a costume part. In Titan Icon you can bring up some of the NPC parts as well as some player parts that never got finished in the costume creator. I had a wise idea of saving those unfinished parts to a costume file and bringing that costume file over to the HC game to see if they still existed. Then I opened that costume file to see if it'd give me clues as to what the texture name was, and it does. The costume file tells you the name of the geo as well as the texture file. I have a theory to take that a step further that might help you though, you might try to do that with the AE custom critter files. It wont tell you the bin file you're looking for but if you extract all those piggs then you can use windows file search and have the actual name of the texture file you're looking for. Cause like I mentioned, you wont find Citadels files without knowing the names and who knows if that's the case with any of the other file names. Well what I'm mainly looking for is the files that decide what NPCs look like for my monuments mod since pretty much all the non-generic statues left are for characters that mostly use the CC with the occasional unique texture. For example the Cyrus Thompson Memorial in Kings Row, Cyrus Thompson appears in the Twilight's Son Task Force, so if I could find what file that mission references to generate him, I could pull those textures and patterns and the RGB value the game calls for and make the textures myself. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
AboveTheChemist Posted July 29 Posted July 29 14 minutes ago, Mathew322 said: For example the Cyrus Thompson Memorial in Kings Row, Cyrus Thompson appears in the Twilight's Son Task Force, so if I could find what file that mission references to generate him, I could pull those textures and patterns and the RGB value the game calls for and make the textures myself. You could do an entity search on City of Data to get the model name. For example: https://cod.uberguy.net/html/entity.html?entity=genericheroes_cyrus_thompson The model name in that case is Model_Cyrus_Thompson_01. Granted, I don't know how to tell which costume parts/colors make up that particular model, but this might get you one step closer to that info. If you have access to the leaked i24 game data via OuroDev, there might be more specific info in there for that model. Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
LKN-351 Posted July 29 Posted July 29 4 minutes ago, AboveTheChemist said: If you have access to the leaked i24 game data via OuroDev, there might be more specific info in there for that model. Is that the same files used for Titan Icon or a different thing altogether? Cyrus Thompson uses a unique shirt and belt that are both available in the costume creator with the NPC parts from Titan Icon. Chest_V_Cyrus_01 belt_V_Cyrus_01 I was going through Icon and making the NPC characters that had unique parts from the images in the wiki, I made the whole costume but I may have made an educated guess for the pants, jacket, boots, and face on Cyrus If you knew how to use Demorecord you can extract the same info from those files that you can get from the costume creator, but you'd most likely also get the same info from everything else in the info you Demorecorded.... well at least theoretically this would work, I've heard of people getting their old costume files from Demorecords. I've not messed with it myself. Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
AboveTheChemist Posted July 29 Posted July 29 2 minutes ago, LKN-351 said: Is that the same files used for Titan Icon or a different thing altogether? No idea what Titan Icon is, sorry. The leaked game data I refer to is the collection of files from the original servers that is essentially the source data before it gets compiled/packaged into piggs to make the game assets (and my explanation may or may not be the best there). I got it on OuroDev at this link. The data I downloaded includes a few of the sources under the Historical section but I downloaded it not long after HC released so some of the links further up the page may be better to download now. Demo files will tell you the parts for your costumes, and for any other PCs that end up in your demo file. NPC data in a demo only contains the model name, though, the same as what CoD relates. The first draft of my previous post in this thread actually explained the process using demo files, until I remembered that CoD probably had the same data in a more easily accessible format. 1 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
LKN-351 Posted July 29 Posted July 29 I think they use the same source code cause Icon uses the i24 release. Titan Icon was originally made to be an offline costume creator but at some point they figure out how to get the player into the zones as well as move around. You can walk and fly and change/spawn NPCs and anything else you have a costume file for. Theres some limited dev controls as well but Icon wont do anything that you'd need the server for. The last few updates they added to Icon they added functionality of popmenus which some players opened up some nice things with but those where back in 2013. I'm gunna go try a few different things to see if I can figure out the rest of the file names for Cyrus Thompson with Icon. If I don't have any luck there I'll go into AE and see if the custom critter save files point to the solution. I'm also going to look at the link ATC provided for Ourodev to see if I can find anything interesting there too. Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
LKN-351 Posted July 30 Posted July 30 I can't find Cyrus in AE but I'm not sure that idea of getting the exact costume pieces from the saved critter idea is going to work anyways. Later on tonight or tomorrow I'll spawn him in Icon and pull up the recreation I made of him and match it up better/see if I guessed the right parts and I'll let you know the costume part names afterwards. Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
LKN-351 Posted July 30 Posted July 30 I'm wondering how you're going to deal with the colours on the player versions of the parts you use. Ok, heres the peices that are referenced in the costume file in the order they are in the file pants: Pants_Slacks_02 chest: Chest_V_Cyrus_01 head: face_skin_v_Dev_head_01 boots: Texture1 Boot_V_Work_Boot_02 Texture2 Boot_V_Work_Boot_02_Mask belt: Texture1 belt_V_Cyrus_01 Texture2 belt_V_Cyrus_01_Mask hair: Texture1 Hair_V_Cyrus_01 Texture2 Hair_V_Cyrus_01_Mask glasses: Texture1 Glasses_01a Texture2 Glasses_01b jacket: Texture1 Top_V_Lab_Coat_01 Texture2 Top_V_Lab_Coat_01_Mask sleeves: Texture1 Sleeves_V_Lab_Coat_Sleeve_01 Texture2 Sleeves_V_Lab_Coat_Sleeve_01_Mask Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 30 Author Posted July 30 5 minutes ago, LKN-351 said: I'm wondering how you're going to deal with the colours on the player versions of the parts you use. Ok, heres the peices that are referenced in the costume file in the order they are in the file pants: Pants_Slacks_02 chest: Chest_V_Cyrus_01 head: face_skin_v_Dev_head_01 boots: Texture1 Boot_V_Work_Boot_02 Texture2 Boot_V_Work_Boot_02_Mask belt: Texture1 belt_V_Cyrus_01 Texture2 belt_V_Cyrus_01_Mask hair: Texture1 Hair_V_Cyrus_01 Texture2 Hair_V_Cyrus_01_Mask glasses: Texture1 Glasses_01a Texture2 Glasses_01b jacket: Texture1 Top_V_Lab_Coat_01 Texture2 Top_V_Lab_Coat_01_Mask sleeves: Texture1 Sleeves_V_Lab_Coat_Sleeve_01 Texture2 Sleeves_V_Lab_Coat_Sleeve_01_Mask Did you get these from the game files or from a different method? I assume if it was in a .costume files like for players, it would use the same method by listing the RGB values right underneath the parts listed. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 30 Posted July 30 4 hours ago, Mathew322 said: I assume if it was in a .costume files like for players, it would use the same method by listing the RGB values right underneath the parts listed. I did get them from the costume files, and the color values where right under them. I didn't know if you wanted that or not so I didn't mention it. Not to mention I could't 100% duplicate the model colours. I got them as close as I could but the NPC colours are more drab than the ones available from the costume creator. I'll send you the costume file and tomorrow I'll take a screenshot of them both right next to each other. Are you using the numbers to colour the new texture you're putting in with an image editor porgram? Cyrus.costume Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 30 Author Posted July 30 42 minutes ago, LKN-351 said: I did get them from the costume files, and the color values where right under them. I didn't know if you wanted that or not so I didn't mention it. Not to mention I could't 100% duplicate the model colours. I got them as close as I could but the NPC colours are more drab than the ones available from the costume creator. I'll send you the costume file and tomorrow I'll take a screenshot of them both right next to each other. Are you using the numbers to colour the new texture you're putting in with an image editor porgram? Cyrus.costume 7.33 kB · 0 downloads So there are .costume files in the .pigg files then? I can certainly find them easily enough if that's the case. As for how I plan to do it, all of the costume pieces and patterns use transparent textures that are combined with the color you select in the Character Creator. My plan is to take those pieces and patterns into GIMP, create a solid background layer of whatever color they're supposed to use, and then merge them so that the transparent details such as shading and depth are applied as close to the way the game does it as I can. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 30 Posted July 30 No there aren't costume files in the piggs. The file I sent you is from when you save a costume from the costume creator. I think that's the way I imagined you would do it lol Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 30 Author Posted July 30 Ah, then I'll take a look in the bin files when I can and see if they hold any insight for the remaining NPCs then. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 30 Posted July 30 If you want any more help with specific characters just let me know. I'm still gunna do a side by side screenshot of the NPC model and the player version I made tomorrow that I'll post up or PM you, whichever you'd prefer. Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 30 Author Posted July 30 4 hours ago, LKN-351 said: If you want any more help with specific characters just let me know. I'm still gunna do a side by side screenshot of the NPC model and the player version I made tomorrow that I'll post up or PM you, whichever you'd prefer. Either is fine, I am interested in if there's a notable difference in them. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 30 Posted July 30 (edited) Those colours where as close as I could get them. I was using the colors on the far right in the creator, If I moved the colour choice one to the left they where way too bright and if I went to the darker options on the left most side then they where too dark. I did change the skin colour though because the NPC had the red hued dark skin colour so heres the costume file again. I know mine is a bit taller and has longer legs but that didn't seem relevant to what you're doing lol Cyrus.costume Edited July 30 by LKN-351 1 Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 30 Author Posted July 30 18 minutes ago, LKN-351 said: Those colours where as close as I could get them. I was using the colors on the far right in the creator, If I moved the colour choice one to the left they where way too bright and if I went to the darker options on the left most side then they where too dark. I did change the skin colour though because the NPC had the red hued dark skin colour so heres the costume file again. I know mine is a bit taller and has longer legs but that didn't seem relevant to what you're doing lol Cyrus.costume 7.33 kB · 0 downloads Ah, now that's interesting. So this leads me to believe the NPCs are using an expanded internal color palette compared to what the Costume Creator has available. I appreciate the help, it confirms a lot of what I thought would be the case, now I just need to narrow down where the game specifically keeps everyone else when I have some free time. 👍 1 Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 30 Posted July 30 I do wish I'd have gotten the pic to be brighter but when I messed with the gamma settings ingame the screenshot didn't look any different. I'm in the process again of extracting texture files right now. I'm not sure if you're wanting to know the pigg file name or just the texture file name though. I'd have to organize them differently if you want to know the specific pigg files. Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 30 Author Posted July 30 53 minutes ago, LKN-351 said: I do wish I'd have gotten the pic to be brighter but when I messed with the gamma settings ingame the screenshot didn't look any different. I'm in the process again of extracting texture files right now. I'm not sure if you're wanting to know the pigg file name or just the texture file name though. I'd have to organize them differently if you want to know the specific pigg files. Oh no worries, I'll just dump all piggs in one place and narrow it down. Like I know the files I'm looking for aren't ogg, textures, or geo, as long as the geo is level maps like I think they are, so it shouldn't be impossible to narrow things down from there. 1 Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
WanderingAries Posted July 31 Posted July 31 5 hours ago, Mathew322 said: Ah, now that's interesting. So this leads me to believe the NPCs are using an expanded internal color palette compared to what the Costume Creator has available. I appreciate the help, it confirms a lot of what I thought would be the case, now I just need to narrow down where the game specifically keeps everyone else when I have some free time. 👍 I doubt they're using a more elaborate CC for NPCs TBH. It's probably just a shading difference and interpretation of the costume creator's eyes. 1 OG Server: Pinnacle <||> Current Primary Server: Torchbearer || Also found on the others if desired <||> Generally Inactive Installing CoX: Windows || MacOS || MacOS for M1 <||> Migrating Data from an Older Installation Clubs: Mid's Hero Designer || PC Builders || HC Wiki || Jerk Hackers Old Forums <||> Titan Network <||> Heroica! (by @Shenanigunner)
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