| 08-10-2004, 03:07 AM | #1 | |
since this tutorial haven't be seen here, i made this by observation. Edited: plz just take this as reference don't copy directly this fracments, try using another mdl as reference to know the correct order also the team color will show in the alpha parts of the skin you using for your model. /Edited. TOOLS NEEDED Yobsul's wc3 converter Note pad or/ Word pad Objectives: *learn how to add team color. *learn what does Blend type of texture does. *learn how order of textures affects material. GET STARTED first we going to open our model now lets roll down to textures and do the next steps: Code:
}
Textures 6 {
Bitmap {
Image "ui\Glues\SinglePlayer\OrcCampaign3d\CampaignOrc.blp",
}
Bitmap {
Image "ui\Glues\SinglePlayer\OrcCampaign3d\CampaignOrcHelm.blp",
}
Bitmap {
Image "Textures\OrcShoulder.blp",
}
Bitmap {
Image "ui\Glues\SinglePlayer\OrcCampaign3d\spike.blp",
}
Bitmap {
Image "ui\Glues\SinglePlayer\OrcCampaign3d\CampaignOrcSash.blp",
}
Bitmap {
Image "Textures\CampaignOrcaxe.blp",
}
}
[/quote]1 we going to add this :
[quote]
Bitmap {
Image "",
ReplaceableId 1,
}
}in way it looks like this, + count (don't write them) from 0 to the new texture Code:
}
Textures 6 {
Bitmap {
Image "ui\Glues\SinglePlayer\OrcCampaign3d\CampaignOrc.blp", [color=#ff0000]----)0[/color]
}
Bitmap {
Image "ui\Glues\SinglePlayer\OrcCampaign3d\CampaignOrcHelm.blp",[color=#ff0000]----)1[/color]
}
Bitmap {
Image "Textures\OrcShoulder.blp",[color=#ff0000]----)2[/color]
}
Bitmap {
Image "ui\Glues\SinglePlayer\OrcCampaign3d\spike.blp",[color=#ff0000]----)3[/color]
}
Bitmap {
Image "ui\Glues\SinglePlayer\OrcCampaign3d\CampaignOrcSash.blp",[color=#ff0000]----)4[/color]
}
Bitmap {
Image "Textures\CampaignOrcaxe.blp",[color=#ff0000]----)5[/color]
}
Bitmap {
Image "",
ReplaceableId 1,[color=#ff0000]----)6 --------) Note this number[/color]
}
}now we need to add the new texture to the material, we want to have the team color ( if you wish to add it to a specific geoset look at final of it the material id) step 2 now lets roll down to the material we wish to have team color. Code:
}
Material {
Layer {
FilterMode None,
static TextureID 2,
}
}we will add this at the start of the Material : [CODE Layer { FilterMode None, Unshaded, static TextureID 6, } [/CODE and change the filtermode of the old texture to blend to make the alpha type be changeable at setting different alpha values using a paint program remenber that in alpha is more dark: less vision and more lighting more vision, this affects the kind of team color. Quote:
here is a FAQ to learn a bit more: FAQ What causes blend? it causes that the vision of the texture guides acording the alpha in the skin. Why we set team color first? that is done to don't replace the skin so it be viceversa; the skin replaces the teamcolor, but letting the team color be seen by the transparent parts on the model, done by alpha. What are replaceables in models? this are different kind of textures manupulate by the operative system, in this case the storm.dll that sets the team colors of wc3 as 1rst replaceable WELL THATS ALL THANX FOR YOUR ATTENTION, HERE ARE SOME SCREEMSHOTS OF THE MODEL I USED TO ADD TEAM COLOR: |
