| 08-23-2003, 08:01 AM | #1 |
Hey guys, I just imported a custom texture into my map for the Windwalk icon, it's a completely different graphic and when the spell is activated in game the icon space goes bright green instead of fading out for spell's duration. I am getting the same green icon space on another spell as well in the "learn hero skills" area, even though I have set the path to the correct graphic in the art- icon- research space. Any ideas on cause/solution to this problem? Thanks in advance. |
| 08-23-2003, 03:00 PM | #2 |
ok. that happens when either you have put the incorrect path on your icons (i.e ReplaceableTextures\COmmandButtons\Whatever.blp.) also if you have inserted the Tga instead of what you have supposed to. (.blp) hope this helps if not explain some more and ill try and help you out more. |
| 08-23-2003, 03:49 PM | #3 |
Hmm, well first of all I am not replacing an existing texture using the "custom path" method... instead I am just editing the spell's icon to call up the "importedtextures\myicon.blp", is this method going to make a big difference over replacing an existing texture? I am using the spell only for custom units and wanted to keep the other spells/units unaffected. |
| 08-23-2003, 03:56 PM | #4 |
because when windwalk is used, it looks for a passive button to replace the normal one.. so u have to change the windwalk pasbtn to the new icon u made also |
| 08-23-2003, 04:10 PM | #5 |
Ah, well I was looking for something like that in the editor... I can see a Art-Icon-Normal, Art-Icon-Research and Art-Icon-Turn off, even with all three pointing to my new icon the spell switches to green after it's activated (turns back to my icon again after the duration is up). Also, I have another fully custom icon with just the Art-Icon-Research off and Art-Icon-Normal pointing to it and it works fine... though it's green in the learning section instead... (but not when it has been activated). I'm guessing that this might be due to the fact that Windwalk is normally grayed out while in use and skills that you can't learn are grayed out too, but can't figure out where it grabs these textures from during that time... doesn't seem to be a normal option to change in the editor. Plus the 2nd texture grays out fine while the cooldown is activated, just messes up in the "learn skill" section (mabye cause of the addition of those little numbers in bottom right corner?) Any ideas? |
| 08-24-2003, 12:39 AM | #6 |
have you made sure you have everything? I.E -For research ReplaceableTextures\CommandButtons\BTNWhatever.blp ReplaceableTextures\CommandButtonsDisabled\DISBTNWhatever.blp -For passive ReplaceableTextures\PassiveButtons\PASBTNWhatever.blp ReplaceableTextures\CommandButtonsDisabled\DISPASBTNWhatever ok. if your created files are in the ReplaceableTextures\....etc put the path on the imported icons... so if your whatever.blp is a research one. put the file path ReplaceableTextures\CommandButtons\BTNWhatever.blp try this. |
| 08-24-2003, 06:16 AM | #7 |
Ok, the main thing I am getting at here is this... is it possible to set the texture for the passive/grayed-out state of the spell as an imported texture WITHOUT replacing an existing texture (using the "custom path" in import manager) I can get it to work by replacing the BTN and DISBTN textures with my new ones, but there is no option in object editor to simply SET the passive button to a texture... is there any way around that other than changing the paths? (say I wanna make a map in the future that keeps all the regular textures available) |
