Zato guide
this section was written by @muuyo
My notes from when I was working on this
okay so gonna begin by referencing this snippet from the UAM discord;
hm. okay so
looking in the UE4 red project
all these materials aren't, like, placeholders; these all instance correctly to the normal materials which are fully implemented.
this means i might just be able to cook the Zato folder directly, and I never have to change anything? like no uassets??
we might be so back?
E: lol past muuyo was completely wrong. zato has a good few special materials. however, you CAN just make a material with the same params and then it works if you don't actually cook that.
ERGOOO, i made a few custom mats and now you can cook without as much asset editing!
okay notes to self package the charamatetrial/edy folder package M_Glow
SO! here's my (hopefully) new-and-improved way to make Zato recolors that include Eddie, with only a little particle finagling
I've essentially reduced the previous process of guess-and-checking and editing UAsset files directly to editing materials in UE4 normally (though particle colors still have to be edited)
So;
The below zip contains the files needed to edit Eddie in Unreal. Note that it comes with some that should NOT be cooked; please follow the cooking section on this page to set up your cooking directories so that you only cook your Color01 folder.
Copy them over to your Unreal by placing the zip's contents in your project folder; Content merging with Content. (If it's not working, you probably need the CharaMaterial folder.)
the aformentioned zip
Here's a writeup from Noah in the UAM discord as to parts of Zato's materials/PTC; some parts of it are wrong, but I've put it here for posterity.
dropdown snippet
MI_EDY_BASE
Taste_color: Main Eddie color
OutlineColor - Probably invisible as a fade-to
MI_EDY_OUTLINE
OutlineColor - Probably invisible as a fade-to
OutlineColorEx - Primary outline color
MI_EDY_UNIQUE_A
Taste_Color - Executor spine and eyes
OutlineColor - Mirage effect on Zato outline on things like flight
OutlinecolorEx - Mirage effect on Zato outline on things like flight
MI_EDY_UNIQUE_B
Color - Markings on Eddie, some Eddie eyes
PTCColorAndMaterial
0 - Probably invisible as a fade-to
10 - Puddle
11 - Executor outline, some transitions from Eddie to Zato like landing animation
12 - Dark Eddie details like mouth and the shadow's eyes on 2H / attached normals
EDY_BASE
Texture file - Mesh texture for things like Drunkard Shade's mouth interior, j.S and j.D mouth, BTL. Important to keep as just flat colors.
NOTES 2P and 5P are governed by MI_EDY_BASE. 2S is PTC 10 [THIS IS WRONG!]
I would recommend using Blender to load the particle meshes (ZAT\Common\Effect\Particles\ZAT_PTC01\Mesh\
) if you need to recolor something specific! View the UV maps!!!
Also loose file loading with the Costume mod really helped I recommend it for prototyping!!!
Here's what each part does;
EDY_SSS defines most of Eddie's "model" colors; e.g. Zato's dash surfboard.
Each particle (viewed in UAssetGUI as it can edit all values. ParticleEditor can only do some) is shown below.
The colors on these combine strangely, so use with caution.
all 3 are set to 10; Base seems like it should be set to 1.
DROPDOWN - Various miscellaneous pieces of info
Here's what each of Zato's animations look like with the SSS set to a rainbow gradient, like so (all of Zato's particle/mat colors are set to gold and white, for a recolor):
Here's the frog's mouth and the 2s hand since they were driving me insane;