HedgePlays
Well-known member
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While this holds true while startcolor in S_SKIN is set to default, the range of colors that will be affected can technically be altered by using specific values in order to produce the same effect using other colors. This is how I managed to kinda make the MP colors work for my characters.This means that you have to use Green while creating a character sprite, in every place in your character you want it to get recolored, like for example, any visible fur, or skin that can be seen poking out of a piece of clothes or something.
You dont really need to tinker with Srb2's Pallete at all, you only have to pick the right specific shades of color that you wanna use as a "remap", as doing so may even break the whole game's pallete, so its not really encouraged at all.While this holds true while startcolor in S_SKIN is set to default, the range of colors that will be affected can technically be altered by using specific values in order to produce the same effect using other colors. This is how I managed to kinda make the MP colors work for my characters.
This, however, is very much not recommended, as the other colors in the SRB2's palette can behave in unexpected ways in practice. I have been thinking of a LUA workaround accessible via arrays that would be a possible way to address this, but I currently don't have the time to spend on wild goose chases. So for now, I advise against doing it.