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Green spell icons

07-29-2003, 04:36 PM#1
KenjiMcCloud
When I import images for hero spells into my map, I have several problems.
1. .blp images will just be green. Just that.
2. .tga images will only be green when the requirements for researching the spell aren't met. I guess WC3 accesses some channel of the image I can't include.

Can someone clear up what I am doing wrong? I heard something about an alpha channel, but I don't feel like buying PhotoShop for my editing needs...
07-29-2003, 05:00 PM#2
Nemesis9x
hhmmm.. Makes sure when u convert tga to blp the tga file is in 32bit uncompressed. You need a disabled icon for spellz too cause if the mana is low or it will turn green. Other reason for it to turn green is the path is wrong. I not sure bout number 3 imported icons for me work fine.
07-29-2003, 05:20 PM#3
Buttink
u have to make sure u have the path for the import of the file the same as the icon

p.s. Photoshop who buys that ahahahhha at least for personal use
07-29-2003, 06:46 PM#4
KenjiMcCloud
That wasn't really exact... I just use IE2 to convert my .tgas to .blps. Actually I don't even do that anymore because those blps never worked:/ And do you say that I need a separate "not accessible" type of icon for each spell? Wtf?
Just make this a bit clearer for me plz.
07-30-2003, 08:40 AM#5
ChrydGod
All you need to do is make sure your icon still has its alpha channel. As for model textures, this alpha channel is required for the game to be able to display these icons.

And as mentioned, put all your icons in ReplaceableTextures\commandButtons and don't forget to make and include disabled/passive versions of them, in the dedicated folders toow.

Regards
07-30-2003, 11:25 AM#6
KenjiMcCloud
Thanks, but I just use the conventional Import Manager and I wouldn't know how to put anything in a different directory there. Oh well. Now I need PS6. :<
07-30-2003, 04:18 PM#7
celticshiva
Double Click on it and select 'use custom path' then change the wc3imprted part to what ChrydGod said the path should be.
11-28-2003, 01:27 AM#8
Origin
how exactly do i make "disabled" versions of the icons?
11-28-2003, 10:07 AM#9
bad_suliban
disabled icons have an opacity of about 60% +/- 10% of the original icon (use your drawing program to achieve this).
Passive buttons have a dark frame.
also they have to be stored under

ReplaceableTextures\CommandButtonsDisabled\DISxxx.blp

xxx means the exact name like the available button.

example: ReplaceableTextures\CommandButtons\BTNmynewspell.blp (this is your available button for the spell)

ReplaceableTextures\CommandButtonsDisabled\DISBTNmynewspell.blp
(this is your disabled button for the spell)

ReplaceableTextures\CommandButtonsPassive\PASBTNmynewspell.blp (this is the path if your new spell is a passive one)


also if your spell does not match the requirements to be casted like not enough mana, it does not use the disabled button, it just being overlayed by an other color (blue, if i am right), but this does wc3 itself.
12-02-2003, 09:41 PM#10
ThE.iRoN.cLaW.
Quote:
Originally posted by ChrydGod
All you need to do is make sure your icon still has its alpha channel. As for model textures, this alpha channel is required for the game to be able to display these icons.

And as mentioned, put all your icons in ReplaceableTextures\commandButtons and don't forget to make and include disabled/passive versions of them, in the dedicated folders toow.

Regards


YA what he said :D