Hope this appeals to any fellow nigerians! 9JA4LYFE
Edit : Been a few weeks and I've now I've released a couple mods since , nice to see people like it so here's a guide for how to change the glowing parts on characters, saving this here for archival purpose. Bless you Meta_X from discord
https://discord.gg/marvelrivalsmodding
"HOW TO CHANGE GLOWING COLORS IN MARVEL RIVALS
This is a really basic thing but took a lot of bouncing around existing resources before I finally managed to figure it out so I thought I'd make a little guide here.
To make it clear whether you might need this, here are some use case examples:
Q: I just want to replace textures
A: You don't need this; use the tutorial here instead: https://discord.com/channels/1317480492387401768/1320326826131722281
Q: I'm doing a mesh mod and need to change its materials
A: You don't need this; use the tutorial here instead: https://discord.com/channels/1317480492387401768/1322220433231183915
Q: I just want to perform basic edits to **existing** materials which are used for **existing** models
A: Use this!!
First...
1. Set up FModel using one of the starter guides, such as the first half of the mesh swap video linked above
2. Download and set up UAssetGui: https://discord.com/channels/1317480492387401768/1320551371115724901
3. Download UnrealPak:
https://discord.com/channels/1317480492387401768/1321890027721982074/1321893341687845004
Steps:
1. Export the material from FModel using "Export Raw Data (.uasset)"
2. Find the exported data in the output folder, and open it in UAssetGUI
3. Edit values as desired
- "Colors" in FModel's viewer can be found under "VectorParameterValues"
4. In your UnrealPak folder, make a folder with your custom mod name and ending in "_P"
- Fill this folder with a directory structure exactly matching the structure leading up to your edited materials; it should start with "*MyMod*_P/Marvel/Content/Marvel/*...*"
- Place your edited .uasset file (*AND corresponding .uexp file*) in the proper location
5. Drag the entire *MyMod*_P folder into either `UnrealPak-With-Compression.bat` or `UnrealPak-Without-Compression`
6. Once done, you should now see `*MyMod*_P.pak` as a file, which you can drag into your Paks for the game!"