Another question - is it a relatively quick job to swap which colour (primary, trim) etc a texture is set to?
Eh, that depends on. If I just want to tie an allready colourable area to a new slot, thats a work of a few seconds.
But If I want to make a previously not colourable area colourable, or the other way around ( Like in case with the Berserkers ) it takes a bit of time if you want to do it right.
Units have a so called "tem" map ( next to their dif, ocl, nrml, spc and dirt maps )
Tem maps got 4 channels: red, green, blue and Alpha ( that one is a bitch ).
Everything in the tem-map that contains red will be coloured by the first colour slot,
green is tied to the second, blue to the third and the alpha channel to the forth slot.
If I mark an area as purple for example, it will mix the first and third colour slots together.
Dif ( main textures ) are usually just grey, the tem map gives them colour in the game.
For the Berserkers for example I got to recolour all the grey bits that were previously just tied to the red tem channel, into an actual red by hand and remove the same areas within the tem map, otherwhise the game would put a teamcolour paint job ontop of the allready colour texture and we would get a completly different colour in the game.
(de-) Colouring the dif maps can be a bit tricky because you dont want loose details like dirt, bloodstains, scratches, bolts etc., small stuff on the armour that you dont want to be paintable.
Edit: not good at explaining
Ah nice, might have a mess around with that. Regarding those scouts the animations that would be most useful would be guardsman to heretic - then people could start on some alt models that don't rely on the Wordbearer cultists..
Allready got the heretic animtions extracted, might extract the Guard stuff too and do some testing.