Some mesh skins accept custom color change, others don't. The skins i've tested so far, that accept color change, will not store the custom color between tools' reload; the custom mesh color gets replaced with it's default one.
Simple change mesh skin color.
Although color changes in editor, when play tested through developer tools player, custom skin color reverts to the skin's defaults colors.
Change mesh skin color. Dump mesh definitions.
File exported through definition dump created a .msh.df2 file. There are several types of .df2 files, including .df2, .df2.dds, .eds.df2, etc.
On "play game" the mesh keeps the custom color (at least in the tools' player); it's only on tools reload that the mesh loses the custom color.
So it looks like the Tools isn't getting the definitions from the dumped definitions file in data/default, but instead from somewhere else. This is visible when reloading the Tools, but also by clicking the Load defs button in the mesh's attributes window. The definitions roll back to the default and not the new default.
Other Observations
Colors don't appear to be connected to the materials of the mesh. Going through the Info tab in the mesh's attributes window i can't see any mention of MeshColor or color codes.
These is a allow instance or something color-related that is disabled by default, in the materials tab. Check that.
Creating terrain based on height map files.
Trying to create a crowd of virals.
"Common_crowd.scr" holds what appears to be info on spawned zombies in crowd; their walk, attack and hit animation meshes, sounds, etc.
The mesh animations seem to be the start of the problem, as i can't find any:
Side Note
Trying to make custom terrain play correctly witht the flashlight, FX emitter's light.
Only adding a custom (clr, or diffuse) texture to a new layer and paiting the terrain will give weird results with dynamic light (sun light is fine with the issue). Light will be cut off when pointing in certain directions, as seen in the images below.
added normals and specular, alpha, still not great. more testing needed - starts below.
Looking at the Dying Light default terrain texture files (found in the dev tools installation folder), there is an array of different texture configurations: some normals are blue, others are purple, but mostly are green. Some textures have alpha channels, others don't. And most don't have an expected colored diffuse (or clr - color) texture. Instead some look like they've been stripped of color, apparently gaining the color in the engine when mixed with the normal and specular (shn - shine) versions of the texture, idk.
First test was to use ImageMagik to churn out clr, nrm and shn images with the color of my custom clr texture, nrm texture (normal made online) and shn texture (also created online) but with the alpha that the grass_b clr, nrm and shn dl textures have. TLDR created clr, nrm, shn with dl clr, nrm, shn alpha values for each type. (purple nrm)
ImageMagik cmd command:
convert imageA.png imageB.png -alpha off -compose CopyOpacity -composite out.png
"... out.png will be given the colour channels from imageA.png, and the alpha from imageB.png. "
This is a total bust. Getting color from my textures and alpha from dl textures, makes the textues look more like dl textures than my original texture.
Just used my original clr texture, with a generated nrm and shn textures i got from an online texture creation website (http://cpetry.github.io/NormalMap-Online/) - These have no alpha. Named them original_snow_xyz.dds. Result: light gets cut off ->
original_snow_xyz.dds files with alpha. Each image below shows only the specified texture with alpha. The other two texture will be at 0% alpha. This is to figure out if it helps the case by just changing only one texture. Named the files for this test origi_snow_alpha_50_xyz.dds.
.nrm, .shn: 0% alpha
.clr, .shn: 0% alpha
SUCCESS
.clr, .nrm: 0% alpha