HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Adding Team color to your model using mdl

08-10-2004, 03:07 AM#1
BlinkBoy
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:
}
Material {
Layer {
FilterMode None,
Unshaded,
static TextureID 6,
}
Layer {
FilterMode Blend,
static TextureID 2,
}
}
now we finished.

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: