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Team Color

10-21-2007, 03:45 PM#1
inkken
For my survival type map, I've decided not to have the bright team colors; the bight colors disrupts the game tone.

I've exported, modified, and imported the teamcolor00.blp file into the World Editor. I've changed the custom path to ReplaceableTextures\TeamColor\TeamColor00.blp; then, i saved, reloaded, reloaded using preferences, and tested the map. The color did not update.

Here's my question: how do i change the team color?

Is my custom path wrong? Am i using the correct file? Am i using the correct file type? Is team color one of those file that cannot be overridden?

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I used a 32 bits/pixel .tga image with the original team color size. Converted the image using Warcraft III viewer.
10-21-2007, 05:48 PM#2
Rao Dao Zao
Team-colours are locked in, I'm afraid.

The only way to change them is make a full scale mod; that is, an entire external MPQ. Which is entirely inappropriate for a single map -- so as far as you're concerned, it's impossible.

Closest thing you could do is fiddle with the alpha channels on the unit models; so the amount of team-colour allowed to show through is less. More work than it's worth, I suspect.
10-21-2007, 05:51 PM#3
Ammorth
I believe you could modify the model/skin to have a semi-transperent black texture on-top of the team-color texture. This, although impractical, would provide the effect desired. The question is, how much is it worth to you.
10-21-2007, 07:19 PM#4
Hydrolisk
You could change the ownership of the said unit to Neutral [whatever, probably passive] and CHANGE TEAM COLOUR TO NEUTRAL'S COLOUR, but then immediately change it back to the original owner, BUT WITHOUT CHANGING THE UNITS BLACK COLOUR.

Does that work?

(Too lazy to use bold, so I just used capitals.)
10-21-2007, 07:34 PM#5
Rao Dao Zao
It would work, but there is a 'change colour' action anyway.
10-21-2007, 09:28 PM#6
inkken
Quote:
I believe you could modify the model/skin to have a semi-transperent black texture on-top of the team-color texture. This, although impractical, would provide the effect desired. The question is, how much is it worth to you.

Shameful, would be nice to have a dark red instead of a bright red color.

Quote:
I believe you could modify the model/skin to have a semi-transperent black texture on-top of the team-color texture. This, although impractical, would provide the effect desired. The question is, how much is it worth to you.

That was actually the first thing i thought of and did; however, making a custom skin for each unit is, like you said, impractical.

It's also the reason why i started this tread. I wanted to see if you guys know any method for dimming the bright colors without using linear fog (which isn't too bad at dimming the colors).

Well anyways, thanks for the input!
10-22-2007, 09:49 PM#7
inkken
well, looks like the color does update and that my steps just right to achieve a team color change, but it doesn't seem to update in the real game .

After receiving answers to this thread, i, in frustration, replaced player red team color file with the team blue team color file, saved the map, and hope to latter tackle the problem at another time.

Today, i opened my map and realized that the player red color had been replaced with a dark blue color; the color updated! This is manifested by Arthas in a dark blue armor with a red hero glow!

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After this finding, i replaced the dark blue team color file with the intended dark red team color file. Then, i saved the map and reloaded the map using preferences; the color did not update.

Then, a theory pop up in my head, "maybe to update it require a restart of the World Editor" - so i did; it updated!
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Unfortunately, i tested the map afterwards; the color did not update despite the color update in the world editor. I'm stumped, I've never seen something like this before; an update in the world editor, but not in the game?
10-22-2007, 10:23 PM#8
Ammorth
Most custom changes in games only update AFTER the map loads. This can be too late in some modifications (race names, modifying the model of the loading bar, etc.). Team-color might be another time where this is true. To test it, import your modified colors, save, test map, restart map from inside War3. Ususally the changes are saved from the last map and are shown until they are reloaded (war3 restarts or a new map loads new data).
10-23-2007, 12:44 AM#9
inkken
I think i know what you're saying, Ammorth.

http://img518.imageshack.us/img518/4...7211015pj3.jpg

Now, if you ever play SWAT: Aftermath it's not suppose to say role-players nor monsters; it's is suppose to be human and un-deads. Do you think it's possible to get that data? I don't remember the RPG game i played before playing SWAT: Aftermath; it wasn't very popular.

Quote:
To test it, import your modified colors, save, test map, restart map from inside War3
Well, i did what you said; the color did not update. Perhaps if i gave this time?

I was wondering, the function native Preload takes string filename returns nothing, is this instances (the late modifications) what Preload function is used for?
10-23-2007, 12:52 AM#10
Ammorth
thats what im talking about. Not sure what data you mean, but the next map will take on some of the attributes of the previous one.
10-23-2007, 01:16 AM#11
inkken
The data I'm talking about is the attributes; aren't they declared in strings?
So it would be fair to say, you can use the function, seen below, you gave me to find the attributes.

Code:
function GetString takes integer i returns string
return i
endfunction
This could be a method of transferring information from one map to another?

It would be nice to have a list of data that does this transferring.