| 08-26-2002, 09:59 PM | #1 |
Guest | Building tint. I'm making a map in which I have a bunch of custom buildings, complete with trainable custom units. I wish to modify the buildings' color tint values, but unfortunately doing so doesn't change anything. When a building's tints are changed, the editor will display everything fine. However, in-game the building will look exactly as it did before anything was changed, as if the values were still 255/255/255 .. except the unit's portrait will reflect the actual changes made. The one solution I have seen offered is to base your custom building off a unit (like a footman, for example), then just modify the stats/model appropriately so that what you've really got is the building you desire. THEN the tints will change. Having already made a plethora of buildings the traditional way, I'd like to avoid this... can anyone offer advice on how to make it work otherwise? I tried one thing... I added triggers for each building type: Event: A unit owned by Player 1 finishes construction Condition: Unit-type of constructed structure equal to XXX Action: Change unit animation color vertex to 60%,10%,60% with 0% transparency. Or something like that. Unfortunately, even through triggers a building will *not* change its colors. Any help? Thanks! -GS |
| 08-26-2002, 11:32 PM | #2 |
i believe you should try the unit editor to change the color |
| 08-27-2002, 08:45 PM | #3 | |
Guest | Quote:
LOL that doesn't really make sense.. see, when you modify the colors in the editor, they still have their default colors in the game. The only solution I can think of is indeed using a mobile unit, and making it immobile, and by modifying UnitMetaData.slk you can enable the ability to train units (cos normally mobile units do not have a "trained units" field in the editor, it can be added by enabling it by editing the slk). PS I tried uprooted buildings but they also appear 255,255,255 :'(. Let's all hope it will be fixed in the expansion ;) |
