| 11-11-2003, 01:25 AM | #1 |
Okay, when My icons are entered to a game, using the import manager, they work fine. But when I make a dialogue box, or open up a menu, the icons turn green. I know why this is, (No Disabled version of the Icon) But how I prevent it?? I dunno how to enter Disabled Icons to Custom ones... ://// emote_sweat |
| 11-11-2003, 01:31 AM | #2 |
i would say import the cioons over an egsisting one that has a disabled version, but maybe you can import your icon, and the disables one into a custom path and wc3 isnt stupid and goes "ok there an icon, thers 2 in this fake directory.... we need a disabled one... duuuhhhh.....zzzzzz" |
| 11-11-2003, 01:33 AM | #3 |
...? What? Can you be more descriptive? |
| 11-11-2003, 01:47 AM | #4 |
ok, for every blizz made icon there is a normal version and a disabled version if you know anything about the mpq (hopefully you do cuz it will make this alot easyier) there is a commandbuttons and a disabledbuttons folder (i think those are the right names) for ever icon in the command buttons folder there is one in the disabled button folder. so if you overwrote 2 of those icons (in the TFT import manager there is a custom path thingey, just c'n'p the path of the icons onto your icons, it might work, or you might make a new icon, but simulate that it is in the replacabletextures/commandbuttoms/BTNYOURICONNAME and place the diabled folder (replacabletextures/commandbuttonsdisabled/DISBTNYOURICONNAME) that it will be smart enough to connect those 2 icons, im not sure how the wc3 engine works though so i might be blabbering on about nothing, i hope you inderstood some of that :bgrun: |
| 11-11-2003, 01:49 AM | #5 |
YEah, sorry. :P I got it the first time, and We're dropping some ****, so it doesn't matter anymore...Thanks anyway, Jim. |
| 11-11-2003, 01:54 AM | #6 |
[rant] you made me type all that and make it try to make sense!?!?!? argh, well maybe someone will find it usefull :bgrun: [/rant] |
