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I've made a discovery!!!

10-19-2004, 07:45 PM#1
Wolf Boy
Like the title says I've made a discovery!!! you know how on the ghostly keeper of the grove hes translucent, i know how to make units trancelucent.
Step 1 Finish the part of your skin u want translucent.
Step 2 get the skin in targa (.tga) form or bitmap (.bmp)
Step 3 add an alpha channel (if there isnt already one)
Step 4 get ur eraser tool and set the opacity to 25 percent (anything higher will make stuff fully transparent)
Step 5 erase what u want translucent.
Step 6 Save your skin.
Step 7 check it in Wc3 Viewer

Viola, you just made a translucent part on a unit.
10-19-2004, 08:49 PM#2
Armel
If you want to get the same ghostly effect, I think you'll also have to edit the material that uses the skin in the model file.
10-19-2004, 08:57 PM#3
Kirym
Quote:
Originally Posted by Armel
If you want to get the same ghostly effect, I think you'll also have to edit the material that uses the skin in the model file.

He is right, just change the model to use additive filters

here i'll post an example in a minute

once you've converted it into a mdl go to the texures section it should look like this (i'm using the MK for this)

Code:
Textures 7 {
	Bitmap {
		Image "units\Human\HeroMountainKing\heromountainking.blp",
	}
	Bitmap {
		Image "units\Human\HeroMountainKing\heromountainkingAvatar.blp",
	}
	Bitmap {
		Image "",
		ReplaceableId 2,
	}
	Bitmap {
		Image "",
		ReplaceableId 1,
	}
	Bitmap {
		Image "Textures\star2_32.blp",
	}
	Bitmap {
		Image "Textures\GenericGlowFaded.blp",
	}
	Bitmap {
		Image "Textures\CloudSingle.blp",
	}
}

We know that units\Human\HeroMountainKing\heromountainking.blp is the mountainkings skin so we'll note that, and if you start with zero and count to that texture it is texture id 0, now go to materials right below it.

Because i'm a lazy person i won't post the entire materials section, and just the first one because thats the one we need
Code:
Materials 3 {
	Material {
		Layer {
			FilterMode Transparent,
			static TextureID 0,
			Alpha 13 {
				Linear,
				65167: 0,
				67000: 0,
				68667: 0,
				71133: 0,
				74433: 0,
				79967: 0,
				81500: 0,
				83333: 0,
				84333: 0,
				88367: 0,
				90300: 0,
				95100: 0,
				98433: 0,
			}
		}

Now change the filter mode from transparent to additive.

That "should" work correct, unless my memory fails me, alfred (or someone else)feel free to correct you because i have little MDL knowledge...
10-19-2004, 09:15 PM#4
Hound Archon
Why dont you just make it transculent in world editor??