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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 01-09-2006, 05:34 PM   #1 (permalink)
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Join Date: Jan 2005
Posts: 26
Default Model colour, transparency and suchlike

I have a model which I butchered that includes the EMP pulse effect spheroid. So far I have managed to get it on my model, except that it doesnt look like the original! The colour is white for a start. I think this is because the colour is specified in this piece of code belonging to the original:

Code:
Behavior = EMPUpdate ModuleTag_02
    DisabledDuration    = 30000
    Lifetime            = 3000
    StartFadeTime       = 300
    StartScale          = 0.01 
    TargetScaleMin      = 3.00
    TargetScaleMax      = 4.00
;   SpinRateMax         = 0.05; NIX'D by MLorenzen, nov 11
    StartColor          = R:32 G:64 B:255
    EndColor            = R:0 G:0 B:0
    DoesNotAffectMyOwnBuildings = No
I tried to put this on by making the spheroid an overlord contain object, giving it that code and removing some parts so it now looks like this:

Code:
Behavior = EMPUpdate ModuleTag_02
    DisabledDuration    = 0
    StartColor          = R:32 G:64 B:255
    DoesNotAffectMyOwnBuildings = No
That made no difference. I thi nk it may be to do with how I made the black parts on the skin transparent. When applying the skin I went into the second tab of the material editor and selected "Add" from the dropdown list. This has made the entire object half transparent, although the black parts are invisible.

How can i get the object to be bluer using code, and have I made it transparent right? Any help would be great.
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Old 01-09-2006, 07:58 PM   #2 (permalink)
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Join Date: Aug 2003
Posts: 134
Default

Well its a modeling issue since EMPUpdate behavior deals with the EMP status effect(ie-disabling units and stuff). You should try to change the "add" to "alpha blending" or something simular to that.
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