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Simple Aura Edit

02-23-2007, 09:26 PM#1
Pyrogasm
I'm making a custom movement system for a map for WTFish, and I need someone to edit the SFX for the general aura effect. You know, the one that appears under your unit whenever it's under the influence of some aura. That blue circle thing.

I need one in your generic Red, Yellow, and Green (instead of the blue) for use as attachment for showing fatigue for units. If this is as easy as I think it is, an orange and yellow-green one would also be nice. Attached is the file.
Attached Files
File type: mdxGeneralAuraTarget.mdx (3.0 KB)
02-25-2007, 05:10 AM#2
Pyrogasm
I would do this myself, but none of the tutorials explain how to edit a model's color. I know how to edit a texture, but this has no texture; thus, I am stuck.

If anyone out there is thinking about helping me out with this, I might also add that I need a purple one in addition the the 5 I said above. For reference, I'd like the colors to be as close as possible to the following:
  • Purple: 990099
  • Green: 33FF00
  • Yellow-Green: CCFF00
  • Yellow: FFFF00
  • Orange: FF9900
  • Red: FF0000
Hex colors, obviously.

Alternatively, if someone could point me in the direction of a model-coloring tutorial, I would be just as thankful. I'm running on Mac OS X, so the only modeling program I'd be able to use is Wings 3D.
02-25-2007, 08:08 AM#3
Daelin
I'm making them right now... Expect them done really soon.

Edit: Done! Hope it works, haven't tested them but followed your colors. Let me know if something's wrong. :)

~Daelin
Attached Files
File type: rarAura Pack.rar (5.5 KB)
02-25-2007, 08:25 AM#4
Pyrogasm
Why thank you, Daelin! They work perfectly fine, though the yellow-green is a bit too yellow (my own call, though ><).

Rep'd!

There isn't a tutorial on this, is there?
02-25-2007, 08:37 AM#5
Daelin
It's actually pretty simple and I will explain it to you here right away. It's like this. In the MDL, you should find something like this:

Code:
GeosetAnim {
	static Alpha 1.000000,
	static Color { 0.952941, 0.717647, 0.000000 },
	GeosetId 0,
}

This is above Bone "Temp02". Now, the color is determined by the numbers between the accolades after static Color. How they are represented? Simple. First value is blue, second is green, third is red.

Now, they take values from 0 to 1 (so it is represented in decimals). How does this work? Really simple. Let's take #57EB96 (hexadecimal RGB). Therefore, we have 57 hexa RED, EB hexa GREEN and 96 hexa BLUE.

We apply a simple proportions rule like this:

1 ................... 255
x ................... a (where a is the hexa color converted to decimal)

From here, x = a/255. Therefore, we would have Red = 0.2235, Green = 0.9215 and Blue = 0.3764.

How do we change the values above? Well, it's BGR, so we take the colors in the inverted order. Therefore, it would look like this (final result):

Code:
GeosetAnim {
	static Alpha 1.000000,
	static Color { 0.3764, 0.9215, 0.2235 },
	GeosetId 0,
}

Simple? Okay, the tools you need (actually only one) is MDLX Converter. Convert the MDX to MDL, make the changes above, and then reconvert (sorry if this sounded as if I were speaking to you as to a noob... didn't mean this :) ) Good luck and have fun!

~Daelin
02-25-2007, 08:49 AM#6
Pyrogasm
By all means, talk to me as a 'noob' for all things model-related if it'll help me understand; I have absolutely no experience in MDL editing/modeling.

I understand what you've said, now I just need to find me a MDL/X converter that runs on OS X... DAMN MY OPERATING SYSTEM!

EDIT: Does the line "static Alpha 1.000000," affect the transparency of the model? If I were to set that to, say, 0.500000, would the effect be roughly 50% transparent?
02-25-2007, 09:23 AM#7
Daelin
That would probably be the texture and nothing else... Probably, as I rarely manipulate MDL files. I had to do some exports from Max to actually get this color stuff. Experiment with the line if you will.

Oh yes, I remember about a property from max. Yes, it should change the transparency of the material.

~Daelin
03-04-2007, 11:29 PM#8
JetFangInferno
just use war3modeleditor :)
03-04-2007, 11:57 PM#9
Pyrogasm
Me == Mac
Mac != War3ModelEditor
Therefore: Me != War3ModelEditor

Concise?
03-07-2007, 12:44 AM#10
JetFangInferno
no idea. r u saying mac cant use war3modeleditor? that would suck ><
03-07-2007, 01:03 AM#11
Pheonix-IV
That's exactly what he was saying.

And yes, the line Static Alpha X determines the amount of alpha channel applied. 1 is no alpha, 0 is full alpha, so 0.3 is 70% alpha, 0.8 is 20% alpha and so on.
03-07-2007, 01:36 AM#12
Pyrogasm
Precisely, Phoenix-IV.

I cannot run War3Model editor on OS X (Mac operating system), nor is there a converter to convert .mdx to .mdl for OS X, either.

Rep'd for the info, Phoenix-IV!