This will not be as easy as most other PK2 edits, because it requires you to modify binary files as opposed to text files. Try not to give up too easy, and always back up everything.
Procedure- Open up Media.pk2 in PK2Extractor and extract resinfo\itemrare.txt
- Look in that file for the equipment you want to change the glow of.
- It can reference either one or two EFP files. Note their paths.
- Open up Particles.pk2 in PK2Extractor and go into the system directory (every seal glow EFP is in there).
- Extract whichever ones you took note of. In this case I extracted system_rareshield_a.efp for my shield, system_raretype_b_step1.efp for the mist on my blade, and system_raretype_b_step1_add.efp for the sparkle on my blade.
- Open up your EFP files one by one in your hex editor and go through the following process:
- You will see garbled stuff alongside readable words. Look (scroll down if you need to) until you find "DiffuseGraph", "SetGraphDiffuse", or "BlendDiffuseGraph". These are where the color triplets are located.
- I've noticed there is a sort of pattern to how these three categories are layed out (I've provided some sample hex to help you visualize—red is the header, blue is unknown bytes, green is the triplets, and yellow is the footer):
- Now that you know where to spot them, you can replace each set of color triplets in the file. Note that they are in the BGR color space. This means that the first byte represents blue, the second represents green, and the third represents red. Also, lowering the value of a byte just makes that color less opaque. This means that if you have FFFFFF for your triplet you will get white, if you have 000000 you will get no color (the seal won't show up), and if you have 0000FF you will get pure red. You can do a simple hue shift to RGB/CMY by taking the highest and lowest values in the triplet and assigning the highest value to the color you want (for CMY you will need to assign it to two colors, green and blue for cyan, blue and red for magenta, or red and green for yellow). Then fill in what's left with the lowest value. For instance, if you come across a triplet "A06B52" that will translate to "526BA0" in the RGB color space. Say you want to change it to yellow. The highest value is A0 for blue, the lowest is 52 for red. Changing this triplet to yellow would yield "A0A052", with the highest values as red and green and the blue taking the lowest value. Flip it back around and you get "52A0A0" which you can then enter in your hex editor. Of course, if you get used to the BGR color space you don't have to worry so much about the flipping.
- Once you are finished changing every set of triplets in the file save it as *_cruor.efp (replacing cruor with whatever you are naming the seal) and move on the the next on your list.
- Once you have all your files edited, open up itemrare.txt again and change the EFP references for each piece of equipment to reflect the names of your new EFP files.
- Using PK2Editor, inject all of your EFP files into Particles.pk2 and itemrare.txt into Media.pk2.
- Start up Silkroad and hope to god you didn't screw up.
Screenshots 