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Which file are NPC costumes stored?


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57 minutes ago, WanderingAries said:

 

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.

Oh no I just meant internally the game is using more colors for generating NPCs than players are allowed to use for their characters, not some sort of advanced Costume Creator.

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Hmm, OuroDev is referencing file types I can't seem to find in the PIGG files which is leading me to believe something is being used as an archive, probably the BIN files which I can't just open with a click. >.>

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I don't know how much more info there is to give, I used Piglet to export the contents and I've narrowed it down to bins, texture, geo, anim, and txt. None of the NPC or Critter files OuroDev claims should be there.

 

What do you mean converted?

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17 minutes ago, Mathew322 said:

What do you mean converted?

 

I'm pulling most of the texture files from the piggs and also converting them to .png image files so I don't have to search through each individual pigg to find textures. I can also use windows file search to find things when I have the file names.

 

So far I've found tons of NPC stuff but I wont be done for a bit. Pigviewer pro is good but it breaks sometimes when converting to an image file so then I have to do it the old fashoined way lol which makes things take a bit longer.

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)

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I agree. Ourodev can be a great resource, but it is written by codemonkeys for codemonkeys lol

I've figured a lot of things out but I'm not a codemonkey.

 

If you want to post a link to the page on Ourodev, I can see what I can do.

What are you looking for now?

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)

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19 minutes ago, LKN-351 said:

I agree. Ourodev can be a great resource, but it is written by codemonkeys for codemonkeys lol

I've figured a lot of things out but I'm not a codemonkey.

 

If you want to post a link to the page on Ourodev, I can see what I can do.

What are you looking for now?

Well I'm mostly trying to figure out how to get into the bin files at the moment, it seems like the place all the goodies would be located.

 

https://wiki.ourodev.com/view/.bin_files

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On 8/25/2023 at 3:15 PM, AboveTheChemist said:

As far as I know most (or perhaps all) of the .bin files are packed into the .pigg files, which are in <CoH Root Folder>\assets and the various subfolders therein according to the server assets they contain. You'll need a pigg viewer to access the pigg files and extract any bin files you need. You can try this thread for some pigg viewer suggestions, the most recent posts are the most relevant:

 

https://forums.homecomingservers.com/topic/5405-piggviewer/

 

  

On 10/6/2023 at 11:21 PM, BlackSpectre said:

A lot of the data that .bin files contain has been documented over at Ourodev.com.  Looking that website over might be easier than trying to decode or reverse engineer the .bin files. I remember running across a fairly decent post detailing an attempt at decoding the .bin files. You can probably find it if you google for it. 

 

I googled it, sort of.

I come across this: https://cohtitan.com/forum/index.php?topic=12440.0 <--- of note in the cohtitan posts is what Flouride and Codewalker talk about but there is useful info throughout

and this: https://www.cohtitan.com/forum/index.php?topic=12222.0 <--- there is a pig viewer from this link but I think I may have tried to use that one at one point and didnt have much luck even after changing compatibility. The post has some info you may find usefull though.

 

No offence to you, but I don't think the .bin files are what you're looking for really... but to be honest I can't figure out your end goal so maybe I'm off base. I thought you where just working on modding the textures for the different statues around COH but I have no idea why you'd need a .bin file to do that.

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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)

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3 hours ago, LKN-351 said:

  

 

  

 

I googled it, sort of.

I come across this: https://cohtitan.com/forum/index.php?topic=12440.0 <--- of note in the cohtitan posts is what Flouride and Codewalker talk about but there is useful info throughout

and this: https://www.cohtitan.com/forum/index.php?topic=12222.0 <--- there is a pig viewer from this link but I think I may have tried to use that one at one point and didnt have much luck even after changing compatibility. The post has some info you may find usefull though.

 

No offence to you, but I don't think the .bin files are what you're looking for really... but to be honest I can't figure out your end goal so maybe I'm off base. I thought you where just working on modding the textures for the different statues around COH but I have no idea why you'd need a .bin file to do that.

I am trying to find where the game stores the files it uses to generate NPCs for missions.

 

Those files should have all the texture and color references I need to manually make finished textures for all the remaining character statues I haven't added to my mod.

 

If I know where those files are then I can reference them freely on my own time and the only place I can imagine they might be is somewhere in the bin files.

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13 minutes ago, Mathew322 said:

I am trying to find where the game stores the files it uses to generate NPCs for missions.

 

Well, I from the digging I did earlier, there is mention that bin files can be opened in notepad. I'm not sure how much truth there is to that or even how helpful it may be cause I have this feeling that it might be programming code of some sort that'll show up in there.

What I'm saying is I don't think it'll be as cut and dry as a costume file is but I could be wrong. Good luck and let me know what you come up with cause I'm interested to know.

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)

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9 minutes ago, LKN-351 said:

 

Well, I from the digging I did earlier, there is mention that bin files can be opened in notepad. I'm not sure how much truth there is to that or even how helpful it may be cause I have this feeling that it might be programming code of some sort that'll show up in there.

What I'm saying is I don't think it'll be as cut and dry as a costume file is but I could be wrong. Good luck and let me know what you come up with cause I'm interested to know.

Thanks for all your help and I will!

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21 minutes ago, LKN-351 said:

there is mention that bin files can be opened in notepad.

 

They definitely can, that's how I extract a good deal of the data I need to update my various badge-related mods/datasets. You'll definitely see some non human-readable stuff in there, but there should be a lot of human-readable text as well.

 

Reading over the last day or two of posts, I'll just re-iterate the benefits of downloading the source info from OuroDev (here's the link again). I think the datasets I downloaded are listed under the historic section as the first and second German leaks, and the i2400 dataset (third link from top). There is a lot of data in there (several GB worth), and it can be tedious to search through at times, but it represents the pre-shutdown game data before it goes through the binning/pigging process.

 

For this particular application, and knowing what I know about the source data vs the pigg assets, I think it would be worth looking through the source data to get at the data you need, as opposed to trying to decode the data from the bin files. Both datasets have their pros and cons, but there have been times that I've been able to relatively easily get data from the source files that would have been difficult, if not impossible, to get from the pigg assets, and vice versa.

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39 minutes ago, AboveTheChemist said:

I think the datasets I downloaded are listed under the historic section as the first and second German leaks, and the i2400 dataset (third link from top).

 

None of those have any seeds lol

 

I've looked through that Ourodev page a few times and unfortunately I'm reluctant to download anthing cause I can't tell what's actually in the files, and knowing how magnet links work you have to download a little bit of the file to know what all is in it... but since there's no seeds I still can't tell whats in there.

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)

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22 minutes ago, LKN-351 said:

None of those have any seeds

 

I'll see if I can upload them to Google drive or something. Or just check one of the other archives up the page, if you are comfortable doing so.

 

I found Cyrus's costume info in one of the files:

 

Spoiler

Location: i2400-serverdata.7z\serverdata\Defs\V_Villain_Costumes\V_Generic.nd"

 

NPC "Model_Cyrus_Thompson_01"
{
    DisplayName "Labeaux"
    Class "Super Model"
    Level 1
    Rank 1
    XP 10

    Costume
    {
        EntTypeFile MALE
        CostumeFilePrefix male
        Scale 10
        BoneScale 0.633
        ShoulderScale -0.1835
        ChestScale 0.3956
        WaistScale 0.3259
        HipScale 0.3165
        LegScale -0.21
        HeadScales  0,  0,  0
        BrowScales  0,  0,  0
        CheekScales  0,  0,  0
        ChinScales  0,  0,  0
        CraniumScales  0,  0,  0
        JawScales  0,  0,  0
        NoseScales  0,  0,  0
        SkinColor  123,  79,  49
        CostumePart Pants
        {
            Geometry Pants_Student
            Texture1 !HIPS_Pants_Slacks_02
            Texture2 none
            Color1  70,  60,  70
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Chest
        {
            Geometry V_MALE_Shirt.GEO/GEO_Chest_Fat_01
            Texture1 !Chest_V_Cyrus_01
            Texture2 !Chest_V_Cyrus_01_Mask
            Color1  77,  97,  49
            Color2  77,  97,  49
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Head
        {
            Geometry V_MALE_HEAD.GEO/GEO_Head_V_Luddites
            Texture1 !face_skin_v_Dev_head_01
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Gloves
        {
            Geometry Smooth
            Texture1 !GLOVE_skin_bare
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Boots
        {
            Geometry V_MALE_BOOT.GEO/GEO_Lleg*_Work_Boot_02
            Texture1 !Boot_V_Work_Boot_02
            Texture2 !Boot_V_Work_Boot_02_Mask
            Color1  51,  17,  0
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Belt
        {
            Geometry V_MALE_BELT.GEO/GEO_Belt_Cyrus_01
            Texture1 !belt_V_Cyrus_01
            Texture2 !belt_V_Cyrus_01_Mask
            Color1  51,  17,  0
            Color2  255,  169,  0
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Hair
        {
            Geometry V_MALE_HAIR.GEO/GEO_Hair_Cyrus_01
            Texture1 !Hair_V_Cyrus_01
            Texture2 !Hair_V_Cyrus_01_Mask
            Color1  171,  171,  171
            Color2  115,  115,  115
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Face
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart EyeDetail
        {
            Geometry Glasses_07
            Texture1 !EYES_Glasses_01a
            Texture2 !EYES_Glasses_01B
            Color1  0,  31,  0
            Color2  38,  26,  0
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart ChestDetail
        {
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Shoulders
        {
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Back
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart WepR
        {
            Fx None
            Geometry None
            Texture1 None
            Texture2 None
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Neck
        {
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart UarmR
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Collar
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Broach
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Cape
        {
            Fx None
            Geometry None
            Texture1 None
            Texture2 None
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Aura
        {
            Fx None
            Geometry None
            Texture1 None
            Texture2 None
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Skirt
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Top
        {
            Geometry V_MALE_TOP.GEO/GEO_Top_Lab_Coat_02
            Texture1 !Top_V_Lab_Coat_01
            Texture2 !Top_V_Lab_Coat_01_Mask
            Color1  85, 100,  110
            Color2  50, 70,  100
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Sleeves
        {
            Geometry V_MALE_SLEEVES.GEO/GEO_Sleeves_Lab_Coat_01
            Texture1 !Sleeves_V_Lab_Coat_Sleeve_01
            Texture2 !Sleeves_V_Lab_Coat_Sleeve_01_Mask
            Color1  85, 100,  110
            Color2  50, 70,  100
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Cranium
        {
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Jaw
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
    }
}

 

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1 minute ago, AboveTheChemist said:

 

I'll see if I can upload them to Google drive or something. Or just check one of the other archives up the page, if you are comfortable doing so.

 

I found Cyrus's costume info in one of the files:

 

  Reveal hidden contents

Location: i2400-serverdata.7z\serverdata\Defs\V_Villain_Costumes\V_Generic.nd"

 

NPC "Model_Cyrus_Thompson_01"
{
    DisplayName "Labeaux"
    Class "Super Model"
    Level 1
    Rank 1
    XP 10

    Costume
    {
        EntTypeFile MALE
        CostumeFilePrefix male
        Scale 10
        BoneScale 0.633
        ShoulderScale -0.1835
        ChestScale 0.3956
        WaistScale 0.3259
        HipScale 0.3165
        LegScale -0.21
        HeadScales  0,  0,  0
        BrowScales  0,  0,  0
        CheekScales  0,  0,  0
        ChinScales  0,  0,  0
        CraniumScales  0,  0,  0
        JawScales  0,  0,  0
        NoseScales  0,  0,  0
        SkinColor  123,  79,  49
        CostumePart Pants
        {
            Geometry Pants_Student
            Texture1 !HIPS_Pants_Slacks_02
            Texture2 none
            Color1  70,  60,  70
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Chest
        {
            Geometry V_MALE_Shirt.GEO/GEO_Chest_Fat_01
            Texture1 !Chest_V_Cyrus_01
            Texture2 !Chest_V_Cyrus_01_Mask
            Color1  77,  97,  49
            Color2  77,  97,  49
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Head
        {
            Geometry V_MALE_HEAD.GEO/GEO_Head_V_Luddites
            Texture1 !face_skin_v_Dev_head_01
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Gloves
        {
            Geometry Smooth
            Texture1 !GLOVE_skin_bare
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Boots
        {
            Geometry V_MALE_BOOT.GEO/GEO_Lleg*_Work_Boot_02
            Texture1 !Boot_V_Work_Boot_02
            Texture2 !Boot_V_Work_Boot_02_Mask
            Color1  51,  17,  0
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Belt
        {
            Geometry V_MALE_BELT.GEO/GEO_Belt_Cyrus_01
            Texture1 !belt_V_Cyrus_01
            Texture2 !belt_V_Cyrus_01_Mask
            Color1  51,  17,  0
            Color2  255,  169,  0
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Hair
        {
            Geometry V_MALE_HAIR.GEO/GEO_Hair_Cyrus_01
            Texture1 !Hair_V_Cyrus_01
            Texture2 !Hair_V_Cyrus_01_Mask
            Color1  171,  171,  171
            Color2  115,  115,  115
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Face
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart EyeDetail
        {
            Geometry Glasses_07
            Texture1 !EYES_Glasses_01a
            Texture2 !EYES_Glasses_01B
            Color1  0,  31,  0
            Color2  38,  26,  0
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart ChestDetail
        {
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Shoulders
        {
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Back
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart WepR
        {
            Fx None
            Geometry None
            Texture1 None
            Texture2 None
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Neck
        {
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart UarmR
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Collar
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Broach
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Cape
        {
            Fx None
            Geometry None
            Texture1 None
            Texture2 None
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Aura
        {
            Fx None
            Geometry None
            Texture1 None
            Texture2 None
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Skirt
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Top
        {
            Geometry V_MALE_TOP.GEO/GEO_Top_Lab_Coat_02
            Texture1 !Top_V_Lab_Coat_01
            Texture2 !Top_V_Lab_Coat_01_Mask
            Color1  85, 100,  110
            Color2  50, 70,  100
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Sleeves
        {
            Geometry V_MALE_SLEEVES.GEO/GEO_Sleeves_Lab_Coat_01
            Texture1 !Sleeves_V_Lab_Coat_Sleeve_01
            Texture2 !Sleeves_V_Lab_Coat_Sleeve_01_Mask
            Color1  85, 100,  110
            Color2  50, 70,  100
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Cranium
        {
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
        CostumePart Jaw
        {
            Fx None
            Geometry None
            Texture1 none
            Texture2 none
            Color1  255,  255,  255
            Color2  255,  255,  255
            Color3  255,  255,  255
            Color4  255,  255,  255
        }
    }
}

 

Ah, now that's how I assumed it would be formatted.

 

How do you do this Magnet download thing? I'm not familiar with these higher-level programming systems. >.<

Bring a world of color to the monuments of Paragon City and the Rogue Isles!
Colorized Monuments Mod
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1 minute ago, Mathew322 said:

How do you do this Magnet download thing?

 

I think I used a torrent client. It's been years and I avoid torrents if at all possible (might have been the last time I downloaded via torrent), so my memory is quite hazy.

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They probably are archived somewhere, but with all the COH info being in so many places it'd be a pain to find lol

 

Mathew, your addition of a signature gives me an idea to add my mods to one as well lol thanks for that.

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)

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13 minutes ago, LKN-351 said:

They probably are archived somewhere, but with all the COH info being in so many places it'd be a pain to find lol

 

Mathew, your addition of a signature gives me an idea to add my mods to one as well lol thanks for that.

Hehe, you're welcome! XD

Bring a world of color to the monuments of Paragon City and the Rogue Isles!
Colorized Monuments Mod
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  • 2 weeks later
On 7/29/2024 at 1:38 AM, LKN-351 said:

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.

Here ya go.

VisualRosettaStone_v1.xlsx

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I'm out.
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