| 04-16-2004, 01:38 AM | #1 |
Greetings. I think I have a pretty simple question. I modified the Bloodlust target art by adjusting the textures that it uses for the glow and star to yellow versions. However, it still has little red bits that fly out from the middle of the model, and I don't know anything about how to edit them. Here's the .mdl: Code:
// MDLFile version Jun 6 2002 04:58:04
// Exported on Mon Apr 12 18:56:24 2004
Version {
FormatVersion 800,
}
Model "BloodLustTarget" {
NumGeosets 1,
NumGeosetAnims 1,
NumBones 1,
NumParticleEmitters2 2,
BlendTime 150,
MinimumExtent { -34.6451, -34.6264, -34.4533 },
MaximumExtent { 34.6451, 34.6638, 34.837 },
}
Sequences 3 {
Anim "Birth" {
Interval { 333, 1000 },
NonLooping,
MinimumExtent { -34.6451, -34.6264, -34.4533 },
MaximumExtent { 34.6451, 34.6638, 34.837 },
BoundsRadius 40.5938,
}
Anim "stand" {
Interval { 1333, 2000 },
MinimumExtent { -34.6451, -34.6264, -34.4533 },
MaximumExtent { 34.6451, 34.6638, 34.837 },
BoundsRadius 40.5072,
}
Anim "Death" {
Interval { 2333, 3000 },
NonLooping,
MinimumExtent { 3.40282e+038, 3.40282e+038, 3.40282e+038 },
MaximumExtent { -3.40282e+038, -3.40282e+038, -3.40282e+038 },
}
}
GlobalSequences 1 {
Duration 233,
}
Textures 3 {
Bitmap {
Image "Textures\Shockwave4white.blp",
}
Bitmap {
Image "Textures\Red_star23.blp",
}
Bitmap {
Image "Textures\Red_Glow34.blp",
}
}
Materials 1 {
Material {
Layer {
FilterMode Additive,
Unshaded,
static TextureID 2,
}
}
}
Geoset {
Vertices 4 {
{ 0, -24.479, 24.6896 },
{ 0, -24.479, -24.3059 },
{ 0, 24.5165, 24.6896 },
{ 0, 24.5165, -24.3059 },
}
Normals 4 {
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
}
TVertices 4 {
{ 0, 0 },
{ 0, 1 },
{ 1, 0 },
{ 1, 1 },
}
VertexGroup {
0,
0,
0,
0,
}
Faces 1 6 {
Triangles {
{ 0, 1, 2, 3, 2, 1 },
}
}
Groups 1 1 {
Matrices { 0 },
}
MinimumExtent { -34.6451, -34.6264, -34.4533 },
MaximumExtent { 34.6451, 34.6638, 34.837 },
BoundsRadius 40.7947,
Anim {
MinimumExtent { -34.6451, -34.6264, -34.4533 },
MaximumExtent { 34.6451, 34.6638, 34.837 },
BoundsRadius 40.9107,
}
Anim {
MinimumExtent { -34.6451, -34.6264, -34.4533 },
MaximumExtent { 34.6451, 34.6638, 34.837 },
BoundsRadius 40.8426,
}
Anim {
MinimumExtent { 3.40282e+038, 3.40282e+038, 3.40282e+038 },
MaximumExtent { -3.40282e+038, -3.40282e+038, -3.40282e+038 },
}
MaterialID 0,
SelectionGroup 0,
}
GeosetAnim {
Alpha 1 {
DontInterp,
2333: 0,
}
GeosetId 0,
}
Bone "Plane01" {
ObjectId 0,
Parent 2, // "BlizParticlestand"
Billboarded,
GeosetId 0,
GeosetAnimId 0,
Scaling 3 {
Bezier,
GlobalSeqId 0,
0: { 1, 1, 1 },
InTan { 0, 0, 0 },
OutTan { 1.37828, 1.37828, 1.37828 },
100: { 0.735294, 0.735294, 0.735294 },
InTan { 0.789334, 0.789333, 0.789333 },
OutTan { 0.807347, 0.807347, 0.807347 },
233: { 1, 1, 1 },
InTan { 1.50437, 1.50437, 1.50437 },
OutTan { 0, 0, 0 },
}
}
PivotPoints 3 {
{ 0, 0.0186739, 0.19185 },
{ 0, 0, 0 },
{ 0, 0, 0 },
}
ParticleEmitter2 "BlizParticleBurp" {
ObjectId 1,
Unshaded,
Unfogged,
ModelSpace,
static Speed 20,
static Variation 0.1,
static Latitude 180,
static Gravity 0,
Visibility 1 {
DontInterp,
2333: 0,
}
Squirt,
LifeSpan 0.6,
EmissionRate 4 {
DontInterp,
0: 0,
333: 20,
667: 0,
1000: 0,
}
static Width 0,
static Length 0,
Additive,
Rows 1,
Columns 1,
Both,
TailLength 0.5,
Time 0.3,
SegmentColor {
Color { 0, 1, 1 },
Color { 0, 1, 1 },
Color { 0, 1, 1 },
},
Alpha {255, 220, 0},
ParticleScaling {8, 40, 70},
LifeSpanUVAnim {0, 0, 1},
DecayUVAnim {0, 0, 1},
TailUVAnim {0, 0, 1},
TailDecayUVAnim {0, 0, 1},
TextureID 0,
}
ParticleEmitter2 "BlizParticlestand" {
ObjectId 2,
Unshaded,
Unfogged,
ModelSpace,
static Speed 76,
static Variation 0,
static Latitude 180,
static Gravity 0,
Visibility 1 {
DontInterp,
2333: 0,
}
LifeSpan 0.4,
static EmissionRate 45,
static Width 0,
static Length 0,
Additive,
Rows 1,
Columns 1,
Head,
TailLength 1,
Time 0.3,
SegmentColor {
Color { 0.0862745, 0.631373, 0.976471 },
Color { 0.0862745, 0.0862745, 0.937255 },
Color { 0.0862745, 0.0862745, 0.964706 },
},
Alpha {255, 255, 0},
ParticleScaling {26.2, 13.9, 7},
LifeSpanUVAnim {0, 0, 1},
DecayUVAnim {0, 0, 1},
TailUVAnim {0, 0, 1},
TailDecayUVAnim {0, 0, 1},
TextureID 1,
}Code:
SegmentColor {
Color { 0, 1, 1 },
Color { 0, 1, 1 },
Color { 0, 1, 1 },I'm pretty much completely new to emitters. Any help you could give is appreciated. |
| 04-16-2004, 03:22 AM | #2 |
Your second particle emitter is red. Code:
SegmentColor {
Color { 0.0862745, 0.631373, 0.976471 },
Color { 0.0862745, 0.0862745, 0.937255 },
Color { 0.0862745, 0.0862745, 0.964706 },
},Try { 0, 1, 1 } or something to be yellow. |
| 04-16-2004, 04:12 AM | #3 |
Well, that's silly. You see I changed the first one, and I just completely overlooked the second. Thanks a lot; I'll go try this out right away. EDIT: And it worked flawlessly. Thanks again. |
| 04-16-2004, 10:53 PM | #4 |
As an extension on my earlier question, is it possible to cause an emitter to make teamcolor instead of a set color? Pretending that we're using the example here, could I make these little particles come out whatever color the player owning a unit with this model was? |
| 04-17-2004, 05:14 PM | #5 |
Yes, crank up the mdx of the owl spell (sentinel) of the huntress and take a view how they did it there |
| 04-18-2004, 12:17 AM | #6 |
Here's a particle from the Owl Scout model. They are, indeed, teamcolor (thanks for the suggestion, btw). There's one particle that's not, and I think it's a green haze that owl leaves behind as it travels. Cutting that one out, there are two very similar particles. Here's one: Code:
ParticleEmitter2 "BlizParticle02" {
ObjectId 24,
Parent 4, // "Object13"
Unshaded,
static Speed 25.1,
static Variation 0,
static Latitude 0,
static Gravity 0,
Visibility 2 {
DontInterp,
11000: 1,
11467: 0,
}
LifeSpan 0.7,
static EmissionRate 20,
static Width 20,
static Length 20,
Additive,
Rows 1,
Columns 1,
Both,
TailLength 0.25,
Time 0.5,
SegmentColor {
Color { 1, 1, 1 },
Color { 1, 1, 1 },
Color { 1, 1, 1 },
},
Alpha {255, 255, 0},
ParticleScaling {21.5, 10, 2.5},
LifeSpanUVAnim {0, 0, 1},
DecayUVAnim {0, 0, 1},
TailUVAnim {0, 0, 1},
TailDecayUVAnim {0, 0, 1},
TextureID 2,
ReplaceableId 2,
}So, what do these different TextureID's mean (as in, which one is which), do they in fact alter the transparency vs. teamcolor use of alpha, and can I successfully change that value in other models' emitters? |
| 04-18-2004, 12:56 AM | #7 |
There was a faq about materials......suggest you should take a look. It is answered there.. |
| 04-18-2004, 04:51 AM | #8 | |
Quote:
I think you're misunderstanding slightly how textures, replaceables, and textureID's work. A textureID is completely arbitrary and has nothing to do with ReplaceableID. The fact that a model might have team color as textureID 2 is a coincidence. TextureID is just a list of textures that a model uses. In cases where Blizzard needs a texture to be a variable, rather than a constant (in teamcolor, for example, or hero glow, or certain cliff models) rather than having a specific texture ("particle.blp") it simply has quotes "" followed on the next line by ReplaceableId 2 (or some other number). Someplace, wc3 can look up that replaceable value and fill it in with a specific texture in a specific circumstance (blue for a blue player, say). For you, what this means is that you want to add in a texture to your model that uses a replaceable (look at any unit model or the owl for syntax). For your particle, then refer to that textureID. Incidentally, particle transparency has nothing to do with materials - it's determined by the "Alpha" line in the particle code (assuming the particle is using "additive") |
