| 07-22-2004, 12:59 PM | #1 |
Is there an way like making the shade in the mpq ghostly like seetrue? |
| 07-22-2004, 02:39 PM | #2 |
Yes, change a texture from transparent to opague |
| 07-22-2004, 02:43 PM | #3 | |
Quote:
ah thats pretty easy but opague dont you mean opacity? |
| 07-22-2004, 02:56 PM | #4 |
In case you don't already know, there is a trigger to set opacity: "Animation - Set vertex coloring" or something. If you don't want to go for the effect you get from that, then you probably want it to be additive, which would result in something like to attached image. To make that, I just changed the materials section into this: Code:
Materials 3 {
Material {
Layer {
FilterMode Additive,
TwoSided,
static TextureID 0,
}
}
Material {
Layer {
FilterMode Additive,
Unshaded,
static TextureID 1,
}
Layer {
FilterMode Blend,
static TextureID 0,
}
}
Material {
Layer {
FilterMode Modulate,
Unshaded,
TwoSided,
static TextureID 2,
}
}
} |
| 07-22-2004, 03:06 PM | #5 | |
Quote:
Thx oinkerwinkle ill try it out on some units |
| 07-22-2004, 03:14 PM | #6 |
Ok, but don't use that exact heading on others; that ones meant specifically for the shade. Basically just change the words after FilterMode to Additive, although not in layers that point to textures with 'Image "" '. |
| 07-22-2004, 07:38 PM | #7 |
For the human hero that is a ghost (err, antonias?) I believe they might have used "AddAlpha", instead of "Additive", which I seem to recall gives it a brighter rather than translucent, look. All depends on precisely what you're looking for, I suppose. |
| 07-23-2004, 11:05 AM | #8 | |
Quote:
i shall try that too thx for the help guys |
