| 09-20-2004, 09:16 AM | #1 |
I don't know if this has been done previously, I'd certainly hope it has as it is pretty simple. Removal of glow from all models, you just need 1 small import (3kb) for each player colour you want to remove from any map/mod. It's just a small black square which prevents the belnd material mode to show anything, hence showng no glow for heroes. The path is: ReplaceableTextures\TeamGlow\TeamGlowxx.blp Where 'xx' is the number of the player (from 00 to 11). This is better than enforcing black team colour to hide a glow, as you retain the unit's team colour, and just hide the glow. Attached is 1 file, just copy it and rename the last 2 characters 00, 01, 02 etc. |
| 09-20-2004, 09:29 AM | #2 |
Eh, this didn't actually work in-game. World Editor lied to me. |
| 09-20-2004, 08:01 PM | #3 |
Too bad :( I really needed this! |
| 09-20-2004, 10:19 PM | #4 |
World editor lies too me a lot of times too. Anyways Usually you want to remove the glow from certain units and keep it for others anyways |
| 09-21-2004, 04:05 AM | #5 |
Well, this is my understanding. If you want to remove hero glow, why not just make the color of each hero/unit that uses it black(nuetral color[in object editor or triggers])? I mean, its basicly the same thing. Now adding hero glow to units, thats where it is tough at. ![]() |
| 09-21-2004, 06:51 AM | #6 |
Adding a Hero Glow to non-hero units is a piece of cake. Whitehorn, the method you described used to work in RoC, but for whatever confounded reason, it stopped working with the release of TFT. It's a little funny, because they even show a path in the Game Interface (I think) for where the teamcolor files are kept, but it doesn't do anything to change it. Perhaps it works in campaigns. I know there are a few Gameplay Constants values that only work for campaigns. |
