My understanding is that models have built in "player color" texture areas that are applied accordingly. The overmind most likely does not have any such areas, and that leaves you with two options:
1. Extract the model or model texture or whatever from the MPQ, edit it in a model or texture editor, and then import it.
or
2. Tint the actor using actor events and triggers.
Team colored parts of a unit are determined in the .m3 file and need to be added specifically in a model editor such as 3ds max. There was a large forum discussion that ended with someone getting it done, search the artist forums.
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So, I'm trying to use the Overmind model as a player unit, but I need it to be identified by color. How is this done?
@Zetal: Go
My understanding is that models have built in "player color" texture areas that are applied accordingly. The overmind most likely does not have any such areas, and that leaves you with two options:
1. Extract the model or model texture or whatever from the MPQ, edit it in a model or texture editor, and then import it. or 2. Tint the actor using actor events and triggers.
@Zetal: Go
Team colored parts of a unit are determined in the .m3 file and need to be added specifically in a model editor such as 3ds max. There was a large forum discussion that ended with someone getting it done, search the artist forums.