It turns out that we wouldn't even need a texture array since we can reshade the texture (which was already being done..) I modified this version slighlty to shade between green and red since in the original file I had, green was hardcoded to 255.. (i just subtracted the red value from 255)

The material I used was a 256 color bmp with the first palette entry set to 255,64,255 (I imported it into the package inside unrealed and it took care of the transparancy)