Mathew322 Posted July 31 Author Share Posted July 31 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. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod Link to comment Share on other sites More sharing options...
LKN-351 Posted July 31 Share Posted July 31 (edited) 1 hour ago, WanderingAries said: interpretation of the costume creator's eyes. If it where you, I'd agree LOL but elsewise *thwak* get back in your cage!! Edited July 31 by LKN-351 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) Link to comment Share on other sites More sharing options...
Mathew322 Posted July 31 Author Share Posted July 31 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. >.> Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod Link to comment Share on other sites More sharing options...
LKN-351 Posted July 31 Share Posted July 31 With a bit more info I might be able to help. Also, I've almost got all the piggs converted. 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) Link to comment Share on other sites More sharing options...
Mathew322 Posted July 31 Author Share Posted July 31 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? Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod Link to comment Share on other sites More sharing options...
LKN-351 Posted July 31 Share Posted July 31 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) Link to comment Share on other sites More sharing options...
Mathew322 Posted July 31 Author Share Posted July 31 Ah, that makes sense. But yeah, OuroDev has a lot of really in depth information but they don't really explain how to get there... Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod Link to comment Share on other sites More sharing options...
LKN-351 Posted July 31 Share Posted July 31 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) Link to comment Share on other sites More sharing options...
Mathew322 Posted July 31 Author Share Posted July 31 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 Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod Link to comment Share on other sites More sharing options...
LKN-351 Posted July 31 Share Posted July 31 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. 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) Link to comment Share on other sites More sharing options...
Mathew322 Posted July 31 Author Share Posted July 31 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. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod Link to comment Share on other sites More sharing options...
LKN-351 Posted July 31 Share Posted July 31 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) Link to comment Share on other sites More sharing options...
Mathew322 Posted July 31 Author Share Posted July 31 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! 1 Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod Link to comment Share on other sites More sharing options...
LKN-351 Posted July 31 Share Posted July 31 One of those links I posted previously did have at least one or two different programs that would extract .bins and possibly one that would translate it I think. 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) Link to comment Share on other sites More sharing options...
AboveTheChemist Posted July 31 Share Posted July 31 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. 1 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 Link to comment Share on other sites More sharing options...
LKN-351 Posted July 31 Share Posted July 31 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) Link to comment Share on other sites More sharing options...
Mathew322 Posted July 31 Author Share Posted July 31 Oh is that how you do it? That would explain why I didn't see any download links... Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod Link to comment Share on other sites More sharing options...
AboveTheChemist Posted July 31 Share Posted July 31 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 } } } 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 Link to comment Share on other sites More sharing options...
Mathew322 Posted July 31 Author Share Posted July 31 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 Link to comment Share on other sites More sharing options...
AboveTheChemist Posted July 31 Share Posted July 31 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. 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 Link to comment Share on other sites More sharing options...
Mathew322 Posted July 31 Author Share Posted July 31 Man... I wish they'd have just archived these and put them on a download page! Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod Link to comment Share on other sites More sharing options...
LKN-351 Posted August 1 Share Posted August 1 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) Link to comment Share on other sites More sharing options...
Mathew322 Posted August 1 Author Share Posted August 1 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 Link to comment Share on other sites More sharing options...
_NOPE_ Posted August 12 Share Posted August 12 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 1 I'm out. Link to comment Share on other sites More sharing options...
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