RLPA type1 = 0; type2 = 0 X Translate 1 Y Translate 2 Z Translate 3 X Rotate 4 Y Rotate 5 Z Rotate 6 X Scale 7 Y Scale 8 Width 9 Heightt a ?? b ?? c ?? d ?? e ?? f ?? RLVC --> vertex colors, arg can be 0 - f type1 = 0; type2 = 0 Top Left Red 1 Top Left Green 2 Top Left Blue 3 Top Left Alpha 4 Top Right Red 5 Top Right Green 6 Top Right Blue 7 Top Right Alpha 8 Bottom Left Red 9 Bottom Left Green a Bottom Left Blue b Bottom Left Alpha c Bottom Right Red d Bottom Right Green e Bottom Right Blue f Bottom Right Alpha this calls SetColorElement... except for Pictures (from disassembly) it seems ONLY to have an effect for arg = 0x10! For this it's alpha RLMC --> material colors -> valid type1s 0 - 1f type1 = 0; type2 = 0 MatColor Red 1 MatColor Green 2 MatColor Blue 3 MatColor Alpha 4 Forecolor Red 5 Forecolor Green 6 Forecolor Blue 7 Forecolor Alpha 8 Backcolor Red 9 Backcolor Green a Backcolor Blue b Backcolor Alpha c TevReg3 Red d TevReg3 Green e TevReg3 Blue f TevReg3 Alpha 10 TevKColor1 Red 11 TevKColor1 Green 12 TevKColor1 Blue 13 TevKColor1 Alpha 14 TevKColor2 Red 15 TevKColor2 Green 16 TevKColor2 Blue 17 TevKColor2 Alpha 18 TevKColor3 Red 19 TevKColor3 Green 1a TevKColor3 Blue 1b TevKColor3 Alpha 1c TevKColor4 Red 1d TevKColor4 Green 1e TevKColor4 Blue 1f TevKColor4 Alpha RLTP --> TPL Pallete -> valid type1s 0 - 1f type2 = 0; TYPE2 MUST BE 0 type1 = 0 PaletteZero 1 PaletteOne 2 PaletteTwo 3 PaletteThree 4 PaletteFour 5 PaletteFive 6 PaletteSix 7 PaletteSeven 8 PaletteEight 9 PaletteNine a PaletteTen b PaletteEleven c PaletteTwelve d PaletteThirteen e PaletteFourteen f PaletteFifteen RLTS -> Texture SRT Array type1 = number of the array to manipulate type2 = 0 XTrans 1 YTrans 2 Rotate 3 XScale 4 YScale RLIM -> Independent Texture SRT Array type1 = number of the array to manipulate type2 = 0 XTrans 1 YTrans 2 Rotate 3 XScale 4 YScale RLVI -> Visibility type1 = 0 type2 = 0 set value to 1 to make visible and 0 to make invisible