| 08-18-2003, 11:31 AM | #1 |
I am trying to change the resurrectiontarget to be all blue. Ive changed all the textures that have yellow in them to a blue one and changed all the static color values for the emitters but one part of the model is still yellow and i cant figure where to change it. Textures 5 { Bitmap { Image "abilities\Spells\Human\Resurrect\Holyshaft.blp", } Bitmap { Image "Textures\Rune6b.blp", WrapWidth, WrapHeight, } Bitmap { Image "Textures\Blue_Glow2.blp", } Bitmap { Image "abilities\Spells\Human\MassTeleport\Rune1.blp", } Bitmap { Image "abilities\Spells\Human\Resurrect\Star9.blp", These are the emitters i have cahnged Light "Omni01" { ObjectId 26, Omnidirectional, static AttenuationStart 80, static AttenuationEnd 200, static Intensity 8, static Color { 1, 0.976471, 0 }, static AmbIntensity 0, static AmbColor { 1, 1, 1 }, Visibility 3 { DontInterp, 0: 0, 200: 1, 1733: 0, and these RibbonEmitter "BlizRibbon01" { ObjectId 32, Parent 28, // "Dummy03ribbon" 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 { 1, 0.792157, 0 }, static TextureSlot 0, EmissionRate 30, LifeSpan 0.5, Rows 1, Columns 1, MaterialID 5, Rotation 3 { Hermite, 0: { 0, 0, 0, 1 }, InTan { 0, 0, 0, 1 }, OutTan { 0, 0, 0, 1 }, 17: { 0.0749567, 0.0749567, -0.376833, 0.920196 }, InTan { 0.0749567, 0.0749567, -0.376833, 0.920196 }, OutTan { 0.0749567, 0.0749567, -0.376833, 0.920196 }, 33: { 0.13795, 0.13795, -0.69352, 0.69352 }, InTan { 0.13795, 0.13795, -0.69352, 0.69352 }, OutTan { 0.13795, 0.13795, -0.69352, 0.69352 }, } } RibbonEmitter "BlizRibbon02" { ObjectId 33, Parent 29, // "Dummy03ribbon01" 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 { 1, 0.792157, 0 }, static TextureSlot 0, EmissionRate 30, LifeSpan 0.5, Rows 1, Columns 1, MaterialID 5, Rotation 3 { Hermite, 0: { 0, 0, 0, 1 }, InTan { 0, 0, 0, 1 }, OutTan { 0, 0, 0, 1 }, 17: { -0.0577344, -0.0889031, -0.376833, 0.920196 }, InTan { -0.0577344, -0.0889031, -0.376833, 0.920196 }, OutTan { -0.0577344, -0.0889031, -0.376833, 0.920196 }, 33: { -0.106254, -0.163617, -0.69352, 0.69352 }, InTan { -0.106254, -0.163617, -0.69352, 0.69352 }, OutTan { -0.106254, -0.163617, -0.69352, 0.69352 }, } } RibbonEmitter "BlizRibbon03" { ObjectId 34, Parent 30, // "Dummy03ribbon02" 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 { 1, 0.792157, 0 }, 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: { 0.159809, -0.111899, -0.69352, 0.69352 }, InTan { 0.159809, -0.111899, -0.69352, 0.69352 }, OutTan { 0.159809, -0.111899, -0.69352, 0.69352 }, } } 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 { 1, 0.792157, 0 }, 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 }, } |
| 08-20-2003, 03:33 PM | #2 |
From the snippet you've posted I can't see any obvious errors. Two possibilities (three I guess if I'm simply missing an obvious error). First, the issue is in something that you haven't posted. Second, if the texture is colored to begin with, changing the color isn't as easy as simply altering the RBG values. For example, if the texture itself is yellow, (Green + red) "telling" it to be blue is impossible since there is little blue in the texture to begin with. If the initial texture is white or grey, this won't be an issue, but I suspect that if the original color was yellow, this is exactly what's happening. Open up this texture in an image extractor and see for yourself. If this is indeed what's happening, the solution is easy - simply convery the image to a greyscale, reconvert to blp, and import that into you map (either with the original name, or mdl-edit your new model to use this new texture). Hope that helps. |
| 08-20-2003, 03:55 PM | #3 |
thanx for the info |
| 08-21-2003, 01:43 AM | #4 |
I checked all the textures again and none are yellow. The static emitters use the grey ones and i cahnged all the yellow to blue skins. I think there is another emitter i forgot to change but i looked thru and cant find any that i havent changed. |
