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Resurrection Target Tinting?? HELP

08-02-2003, 04:28 AM#1
Nemesis9x
Does anybody kno how i can change the color of the yellow swirling thing around it when it comes down? In WE i can change the values to make it blue but the yellow things around it wont change color. Im pretty sure its sumthin with changing the BGR values in mdl editing but i dunno. Any1 help me??
08-03-2003, 03:13 AM#2
Ari
Anything that doesn't change colors in the WE is probably an emitter or a ribbon or something. In the mdl file, look for any references to "color" OR "alpha". Aside from emitters, there are color definitions in the material definitions, and in the geoset animation definitions - any of those could be your culprit. Color obviously affects the tinting of a particular material or texture, but "alpha" can indirectly affect it also (with an alpha of "255, 0, 0" you'll never get red or green in a texture, for example). Yellow is high red and green, so look for things that look like "0,255,255" (since in mdl's it's BGR for some unexplainable reason), and worse case scenario, try changing these one by one to see what happens.
08-03-2003, 05:32 AM#3
Nemesis9x
Heres a part of it and it makes no sense to me cause the colors max is 1 and alpha has just one number.

RibbonEmitter "BlizRibbon04" {
ObjectId 35,
Parent 31, // "Dummy03ribbon03"
HeightAbove 2 {
Bezier,
0: 25,
InTan 0,
OutTan 20,
2367: 10,
InTan 15,
OutTan 0,
}
HeightBelow 2 {
Bezier,
0: 25,
InTan 0,
OutTan 20,
2367: 10,
InTan 15,
OutTan 0,
}
static Alpha 0.5,
static Color { 0.152941, 0.792157, 1 },
static TextureSlot 0,
EmissionRate 30,
LifeSpan 0.5,
Rows 1,
Columns 1,
MaterialID 5,
Rotation 2 {
Hermite,
0: { 0, 0, 0, 1 },
InTan { 0, 0, 0, 1 },
OutTan { 0, 0, 0, 1 },
33: { -0.133051, 0.14268, -0.69352, 0.69352 },
InTan { -0.133051, 0.14268, -0.69352, 0.69352 },
OutTan { -0.133051, 0.14268, -0.69352, 0.69352 },
08-04-2003, 02:58 AM#4
Ari
aw, you're killing me :)

static Color { 0.152941, 0.792157, 1 },

Note the high G and R values. This is almost certainly the yellow bit that you're talking about. Ribbons act like materials, and not models, so they only take one alpha. Colors, on the other hand have values that range from 0 to 1 (I know, I know, not intuitive at all). Altering this should solve your problems. Let me know if that helps.
08-04-2003, 04:43 AM#5
Nemesis9x
ive tried modifying that even b4 this post heh, and it made my mdx not appear but i got it now! Thanx ari i owe ya one. But im not sure bout colors and alpha still.

1. How come alpha only has one value?
2. Im not sure bout colors values. I kno 1 is highest but whats with so many digits? When i change digits too much after the period its messes up.
08-04-2003, 05:09 AM#6
ChoboMapper
take the RGB value of your color out of 255/255/255 in your favoirte art program, say its a grey at 65/64/63. then divide each of those numbers by 255 to get

.2549, .2509, .2470. Then reverse this order to get the BGR as .2470, .2509, .2549 and thats how you define the colors for it.
08-04-2003, 05:40 AM#7
Nemesis9x
thanx!
08-04-2003, 06:14 PM#8
Nemesis9x
Last questions emote_confused What is this? is it the regular tinting for the main part?

Materials 6 {
Material {
ConstantColor,
Layer {
FilterMode Additive,
Unshaded,
Unfogged,
static TextureID 0,
Alpha 4 {
Linear,
0: 0,
500: 0.32,
1367: 0.24,
1967: 0,

1. If it is how do i change it, its not in BGR.
2. Is the sound that is played when the animation goes attached to the model or sumthin else?
08-04-2003, 07:39 PM#9
ChoboMapper
Materials 6 {
Material {
ConstantColor,
Layer {
FilterMode Additive,
Unshaded,
Unfogged,
static TextureID 0,
Alpha 4 {
Linear,
0: 0,
500: 0.32,
1367: 0.24,
1967: 0,


basically all this does is tells the .mdx how to edit the first texture that is listed in the .mdl, and it makes it transparent/solid over the corse of the aniamtion with the Alpha Anim in there.
08-05-2003, 02:07 AM#10
Iron_Ian
Quote:
Originally posted by Nemesis9x
2. Is the sound that is played when the animation goes attached to the model or sumthin else?


I'm not sure, but I know that you can replace the sound by opening your map, finding that sound, right-clicking it, and selecting replace internal sound.
08-05-2003, 02:41 AM#11
Nemesis9x
thanx alot all of u, uve helped me alot.