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Infernal hands and feet

08-04-2004, 03:24 AM#1
alreadyused
Recently i opened the infernal mdl. file and changed the particle emitter to a different color.. now i have different colored flames like i wanted, however ive yet to figure out how to change the color of his hands and feet , there still yellow. Can anyone tell me how to altar the color of this??
thanks, alreadyused
08-04-2004, 04:34 AM#2
Ari
Quote:
Originally Posted by alreadyused
Recently i opened the infernal mdl. file and changed the particle emitter to a different color.. now i have different colored flames like i wanted, however ive yet to figure out how to change the color of his hands and feet , there still yellow. Can anyone tell me how to altar the color of this??
thanks, alreadyused

I'm taking a stab in the dark here, but I'm guessing that the ugly green square in the lower right portion of the infernal skin texture is actually the yellow-green in the model via some filter. In other words, I think you might need to alter the infernal's skin to change that.
08-29-2004, 02:02 AM#3
cata
Quote:
Originally Posted by Ari
I'm taking a stab in the dark here, but I'm guessing that the ugly green square in the lower right portion of the infernal skin texture is actually the yellow-green in the model via some filter. In other words, I think you might need to alter the infernal's skin to change that.

wrong ari.
08-29-2004, 02:22 AM#4
ppierce
Your looking for .mdl editing friend ^_^
08-29-2004, 06:55 AM#5
Necromancer_187
The answer to your question, alreadyused, lies in the geoset. Recently, I have been doing edits on an infernal model myself (which i will release once i finish the portrait, birth animation and maybe even an icon), and looking at the list of Infernal geosets, the "fingers and toes" of the infernal are in the second geoset. This geoset is non-textured and unshaded. Rather, it uses a static color that tints the actual geoset (in the same way you would tint a unit in World Edit, except this tint is built into the .mdl).

If you want a quick way to find it (since i havent found the exact place where it says it), use the Find command while in the .mdl and look for the word "color". The first match after the ones in the MaterialId section (the one that says staticColor in the geoset area) is the thing your looking for. In order to tint it right, do what I do. Tint a unit to the desired color in World Edit, and then divide all of the values for RGB by 255. You should get a number from 0-1, most likely a decimal unless its 255. Enter the corresponding number in the parenthesis next to the static color (The values go in the order of Red, Green, and Blue). But then again, you probably know all about this since you edited the particle emitters the same way. I guess i just lose myself sometimes o.O.

Anyways, try it out. You'll be sure to get good results.
08-29-2004, 03:30 PM#6
Oinkerwinkle
Quote:
Originally Posted by Necromancer_187
(The values go in the order of Red, Green, and Blue).
Necromancer_187 is entirely right, but I'm pretty sure the values go { blue, green, red }.
08-29-2004, 08:02 PM#7
Ari
http://www.wc3campaigns.com/showthread.php?t=62043

Quote:
Originally Posted by Ari
Hmmm, perhaps there's a "constantcolor" in use someplace. Try searching for that string inthe mdl (can't remember but I think it's a material keyword). If not, perhaps geosetanims can control color> Off the top of my head, I can't recall if I've seen that before.

Odd, I could've sworn I'd posted this before. Are there two identical posts, or am I just going nuts?
08-29-2004, 10:05 PM#8
Necromancer_187
Hmm...I dunno, Oinker. You know more about the subject, though, so I'd trust your judgement. All I know is that the middle color is green.
08-29-2004, 11:18 PM#9
alreadyused
Thanks guys for responding but yah ari is right he pointed me in the right direction in a seperate post i made on the same subject. Thanks anyways. And for the colors an easy way to determine what you want is take a model, any model and load it up in oinkers particle add program. Choose the color you want doesnt matter what the particle is and then save it. Open your mdl file you just added a particle to with the desired color you chose and the number values will be there for you to see.
09-07-2004, 12:28 AM#10
Orvanis
Quote:
Originally Posted by alreadyused
Thanks guys for responding but yah ari is right he pointed me in the right direction in a seperate post i made on the same subject. Thanks anyways. And for the colors an easy way to determine what you want is take a model, any model and load it up in oinkers particle add program. Choose the color you want doesnt matter what the particle is and then save it. Open your mdl file you just added a particle to with the desired color you chose and the number values will be there for you to see.


I remember when there were no tutorials around and I had to learn how to do this. I think I did ok. Here is a site with some of my stuff. I kinda got busy with school and I was gone for most of the summer but I am comming back now and am learning how to do even more. :god_help_us: I will post a tutorial on how to do this step by step in a little while, but first I need to figure out the damn camera crap.
09-12-2004, 01:16 AM#11
alreadyused
Quote:
Originally Posted by Orvanis
but first I need to figure out the damn camera crap.

Heres a camera for any infernal that i created. Put this code at the end of the code in your mdl file for any infernal.

Code:
Camera "Camera01" {
	Position { 196.684, -17.7947, 246.348 },
	FieldOfView 45.0,
	FarClip 1000.0,
	NearClip 1.0,
	Target {
		Position { 17.1637, -6.9853, 193.086 },
	}
}