HELLO (bear with me, I've never skinned any of these before)
Right, so the GMF uses hex codes for component colours.
Here is the chart that I use.When you decompile Dome1.gmf in the Domes folder using a GMF decompiler,
I usually use Serge's, you should be left with a notepad file that can be opened. Near the top you should find:
*MATERIAL_LIST
{
*MATERIAL_COUNT 2
*MATERIAL
{
*MATERIAL_REF_NO 0
*MATERIAL_NAME Material #53
*MATERIAL_CLASS Multi/Sub-Object
*MATERIAL_AMBIENT 0x313131
*MATERIAL_DIFFUSE 0x313131
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Other
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Other
*MATERIAL_LIST
{
*MATERIAL_COUNT 3
*MATERIAL
{
*MATERIAL_REF_NO 0
*MATERIAL_NAME 2 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x313131
*MATERIAL_DIFFUSE 0x313131
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
}
*MATERIAL
{
*MATERIAL_REF_NO 1
*MATERIAL_NAME 1 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x6AD0FF
*MATERIAL_DIFFUSE 0x6AD0FF
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.700000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
}
*MATERIAL
{
*MATERIAL_REF_NO 2
*MATERIAL_NAME 3 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x000000
*MATERIAL_DIFFUSE 0x000000
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
*TEXTURE_LIST
{
*TEXTURE_COUNT 1
*TEXTURE
{
*MAP_NAME Map #0
*MAP_CLASS Bitmap
*BITMAP generic_refmap2.bmp
*MAP_AMOUNT 1.000000
*MAP_DIFFUSE
*MAP_TYPE Other
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000
*UVW_U_TILING 1.000000
*UVW_V_TILING 1.000000
*UVW_ANGLE 0.000000
*UVW_BLUR 1.000000
*UVW_BLUR_OFFSET 0.000000
*UVW_NOISE_AMT 1.000000
*UVW_NOISE_SIZE 1.000000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.000000
*BITMAP_FILTER Pyramidal
*BITMAP_MAP_CHANNEL 1
}
}
}
}
}
*MATERIAL
{
*MATERIAL_REF_NO 1
*MATERIAL_NAME 4 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x969696
*MATERIAL_DIFFUSE 0x969696
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 1.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
}
}
As far as I can tell, changing the bitmap doesn't do anything (not sure if it's a placeholder or something? I know it's the bitmap used for the shinywheel..). The first block in the code above controls the colour of the rivets, and the second block controls the actual colour of the disc. The same is probably true for the other GMF's.
You can change the transparency, shine etc of the component by changing the number after where it says *MATERIAL_TRANSPARENCY, or the appropriate one for the thing that you would like to change. The hex codes after *MATERIAL_AMBIENT, *MATERIAL_DIFFUSE and *MATERIAL_SPECULAR control the colours of the component. I believe the Beetlebros have a tutorial on their website about the specifics of what each one does.
If you have any questions, feel free to ask :)