Is it possible to desaturate the existing blizz images/textures using only triggers? From what I've done so far it seems that 'set dialog item color' only adjusts the value of each RGB channel.
What I'd like is a way to force all the channels into the one color. Right now if I set the color to 'white' the editor just assumes I want all the channels to retain 100% of their existing information rather than force all of them to adopt a uniform value.
After looking into the lighting editor I don't think I've found specifically what I'm looking for.
Perhaps I don't know that editor well enough but it looks like it is altering the lighting of the entire map. So maybe I could make everything you see black and white but not just a specific texture file. Maybe you can alter the lighting of individual texture files? I don't see how that would work.
Specifically what I'm trying to do is create a dialogue with a background that is a textured white. I like the look and feel of one of blizzard's images but it is purple. I am trying to desaturate that image.
I know there are many images that are greyscale by default. But I think it'd be really cool if I could use one of the hundreds of colored images.
Our Team really wants to make use of this kind of option as well. We have custom icons in custom dialog boxes and we would like to be able to gray-scale the icons that can't be clicked. I'm giving this post a bump to see if anyone knows of a solution.
Global lightning are for model texture, It wont affect dialog box.
Set dialog item color are setting the dialog's tint color. By default white means not tinting at all. Perhaps you could try a color close to white ? I'm not good with image editing but I would tint it close to grey to have the gray-scale effect
We found a solution along those lines, The color Grey didn't effect the images much but Red worked very well and for our purposes visually implies the same thing.
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Apologies if this has already been answered.
Is it possible to desaturate the existing blizz images/textures using only triggers? From what I've done so far it seems that 'set dialog item color' only adjusts the value of each RGB channel.
What I'd like is a way to force all the channels into the one color. Right now if I set the color to 'white' the editor just assumes I want all the channels to retain 100% of their existing information rather than force all of them to adopt a uniform value.
You could go to the Lighting editor and turn down saturation.
After looking into the lighting editor I don't think I've found specifically what I'm looking for.
Perhaps I don't know that editor well enough but it looks like it is altering the lighting of the entire map. So maybe I could make everything you see black and white but not just a specific texture file. Maybe you can alter the lighting of individual texture files? I don't see how that would work.
Specifically what I'm trying to do is create a dialogue with a background that is a textured white. I like the look and feel of one of blizzard's images but it is purple. I am trying to desaturate that image.
I know there are many images that are greyscale by default. But I think it'd be really cool if I could use one of the hundreds of colored images.
Our Team really wants to make use of this kind of option as well. We have custom icons in custom dialog boxes and we would like to be able to gray-scale the icons that can't be clicked. I'm giving this post a bump to see if anyone knows of a solution.
@Hikury: Go
Global lightning are for model texture, It wont affect dialog box.
Set dialog item color are setting the dialog's tint color. By default white means not tinting at all. Perhaps you could try a color close to white ? I'm not good with image editing but I would tint it close to grey to have the gray-scale effect
We found a solution along those lines, The color Grey didn't effect the images much but Red worked very well and for our purposes visually implies the same thing.