You're using Art Tools, right? There you can define, what channels of the texture will be used for a material layer. The image you attached has awkward coding, you will probably have to set blend mode for the texture, and use two alpha masks: inverted red and inverted blue. Or something else, It's hard to say based on this picture, you'll have to experiment.
Starcraft 1 is weird because it uses a bunch of pcx files to translate those images into transparent versions. Those files also determine stuff like how cloaking works. The files used a special palette so they could be used by any of those conversions.
Although why you would want to use such low resolution and low color depth images in sc2 is beyond me.
SC2 textures are RGBA for the most part. They are usually compressed in some way with lossy compression (algorithm suitable for real time use with the main variance being alpha quality). In response to your first question it should simply be a mater of merging all separate channels together into one image (something most photo editing software can do like Photo Shop, GIMP or PaintShopPro).
SC1 animations were paletted to save space while still allowing a full colour range. The first images immediately raised alarm bells that no or the wrong palette was used during conversion.
Quote:
Although why you would want to use such low resolution and low color depth images in sc2 is beyond me.
For stylistic effect? There are a lot of silly and fun things people could do with those animations, even if they are not "current generation".
I somehow doubt he intends to change all of the tilesets and units to fit with it. Though that would be something to behold if it was achieved. It would be much easier just to recreate the weapon effects using existing textures already available in the game.
Also, those images were for a fixed angle and functioned as overlays in sc1 with specific sorting priorities. Spawning them as a billboard in sc2 will look really weird.
I will just assume he has some alternative goal in mind for the textures than using them just to replace existing particles.
Does anyone have a idea how to colorize textures only containing RGB channels.
Example: I want this image color
to this image.
I use 3ds Max. Do I have to change alpha layer, diffuse map or something else?
You're using Art Tools, right? There you can define, what channels of the texture will be used for a material layer. The image you attached has awkward coding, you will probably have to set blend mode for the texture, and use two alpha masks: inverted red and inverted blue. Or something else, It's hard to say based on this picture, you'll have to experiment.
Yes, using Art Tools. Thanks for the tips, I´ll play with some settings.
Problem is, that I am a bloody noob with image editing. I will search for some guides on this topic.
You don't have to edit images, you need to setup the material. I suppose, the one you took from sc1 just need to be interpreted correctly.
You´re right. The programm I use to extract the images from starcraft needed the right palette to tint the images in the appropriate color.
Heres the image, when you use the correct palette It was a protoss building explosion btw (>.<)
Starcraft 1 is weird because it uses a bunch of pcx files to translate those images into transparent versions. Those files also determine stuff like how cloaking works. The files used a special palette so they could be used by any of those conversions.
Although why you would want to use such low resolution and low color depth images in sc2 is beyond me.
SC2 textures are RGBA for the most part. They are usually compressed in some way with lossy compression (algorithm suitable for real time use with the main variance being alpha quality). In response to your first question it should simply be a mater of merging all separate channels together into one image (something most photo editing software can do like Photo Shop, GIMP or PaintShopPro).
SC1 animations were paletted to save space while still allowing a full colour range. The first images immediately raised alarm bells that no or the wrong palette was used during conversion.
For stylistic effect? There are a lot of silly and fun things people could do with those animations, even if they are not "current generation".
I somehow doubt he intends to change all of the tilesets and units to fit with it. Though that would be something to behold if it was achieved. It would be much easier just to recreate the weapon effects using existing textures already available in the game.
Also, those images were for a fixed angle and functioned as overlays in sc1 with specific sorting priorities. Spawning them as a billboard in sc2 will look really weird.
I will just assume he has some alternative goal in mind for the textures than using them just to replace existing particles.