Some of the tga.dds's aren't called by a text file they are called because they are the default tga the .cas model automatically tries to find. (according to the texture name the model was using when it was saved in 3dsmax I think)

I think the files that say which .cas is used are the ones in the descr_arrow_trail_effects text files, not exactly sure which bit.

You first of all need to work out how to duplicate the set up for the projectile so you can have a second version of it, then point it to a .cas file which will automatically look for the texture you want it to use.
If you have 3dsmax and can make a new .cas referring to a new texture you can do it that way.


If you don't have the software to make a new .cas file you can't change the name of the texture the model is trying to use, but you can change the path in the text file to look for a copy of the existing .cas file but in a different folder.......

The model always tries to look in the /textures folder which is in the same folder as it. So you need the old version of the cas and textures left where they are for your normal projectile. Then have new projectile looking for a copy of the cas in another folder, and that folder should have a /textures folder with the new coloured textures in, using same name as old textures, eg

data/models_effects2/<copy of old cas>.cas

data/models_effects2/textures/<new blue textures with same name as old default textures>tga.dds