| 08-30-2006, 05:17 AM | #1 |
I'm using river rushes in my map, and, while looking nice, they are really starting to annoy me. Other doodads change brightness when its day or night, whereas river rushes stay the same ( ![]() |
| 08-30-2006, 06:18 AM | #2 |
Make them unselectable immortal (by adding Aloc and Avul abilities) units then change their vertex color or transparency by a trigger at night. Go to Object Editor, create a new unit. Set its model = River_Rush_Model, remove pathing and collision size, disable attack. Then add Locust (Aloc) and Neutral - Invulnerable (Avul) abilities. Place these units instead of 'rushes' at the river. You need a trigger, here is an example: Variable: "RiverRushes" (Unit Group) Trigger 1: - Map Initialization - Set RiverRushes = All units of type (type of your RiverRush unit) Trigger 2: - Time of day becomes equal 6 - Pick every unit in (RiverRushes) and -- Set Vertex Color of (Picked Unit) to 100%, 100%, 100% with 100% opacity. Trigger 3: - Time of day becomes equal 23 - Pick every unit in (RiverRushes) and -- Set Vertex Color of (Picked Unit) to 100%, 100%, 100% with 50% opacity. Or something like that. Enjoy! |
| 08-30-2006, 09:24 PM | #3 |
Or you could just tint them darker? Change the tint in the Art - Tinting Color Red/Green/Blue fields from 255 to other numbers - experiment. |
| 09-01-2006, 05:57 AM | #4 |
@WildFurbolg: It would look really odd if they randomly changed tinting at certain times of the day, and if I wanted it to be smooth, it would require period trigger maybe? @[Death]: Yeah I could tint them darker, but then they look really out of place at day time. (Exactly the same problem but opposite, lol.) Perhaps there is a custom grass-like model that will darken/light at night/day changes? |
| 09-01-2006, 06:55 AM | #5 |
You'll have to edit the model and remove the unshadowed material line. |
| 09-01-2006, 01:19 PM | #6 |
WTFish: Of course, you can make a periodic trigger, but I said I wrote just an example. If you want smooth morph, just use a loop with TriggerSleepAction(0.1) inside it. Just like: JASS:// in Rushes_Fade use something like Const +/- udG_FadeInt for vertex coloring. set udg_FadeInt = 10 loop exitwhen udg_FadeInt < 0 call ForGroup(udg_Rushes, function Rushes_Fade) call TriggerSleepAction(0.1) set udg_FadeInt = udg_FadeInt - 1 endloop In this case you won't notice visual difference. |
| 09-01-2006, 08:19 PM | #7 |
Ahh... lol that looks tricky :P. I think it would be easier if I did what Phoenix-IV suggested, if that works. Is there a program I can download to do that, phoenix? |
| 09-02-2006, 02:06 PM | #8 |
Here they are without the non-shading: |
| 09-02-2006, 09:21 PM | #9 |
Sweet, thanks man! These will do nicely... :D |
