It is a seperate emissive type texture. It is blue for the original preserver model. You can also turn it off (aka swap it with a fully transparent texture):
The preserver without glow uses a single texture you would need to import to the map. The preservers with glow don't support team color by themselves, so I imported a glow texture for every player, which is applied via trigger.
Quote:
And how dovwe turn off the glow? This is.pretty sweet.
I use Texture Select By ID to swap the EnergyPlane3.dds texture used by the preserver with a fully transparent texture (Black.dds). I swap the diffuse texture (which is the one you see in the previous post) with the same method.
Not sure, where to put it, because it involves Data, Triggers and custom imported textures but I think, it is mostly an Art Asset:
Uses about 100 kilobytes (compressed) worth of imported textures.
Is it also possible to use these glows on other models? It would be kinda neat to use them for buffs etc =3
Unfortunately, they can only be used for the 3 Preserver models and Tassadar. On other models, it would require model editing.
So, this aura is a kind of model's additional transparent layer?
It is a seperate emissive type texture. It is blue for the original preserver model. You can also turn it off (aka swap it with a fully transparent texture):
Two things....do we justvapply the texture? And how dovwe turn off the glow? This is.pretty sweet.
The preserver without glow uses a single texture you would need to import to the map. The preservers with glow don't support team color by themselves, so I imported a glow texture for every player, which is applied via trigger.
I use Texture Select By ID to swap the EnergyPlane3.dds texture used by the preserver with a fully transparent texture (Black.dds). I swap the diffuse texture (which is the one you see in the previous post) with the same method.
O ok I wasnt sure how that worked this is sweet thanks.
Hey!
With the Editor 1.5.0, the no glow texture seems not working anymore... Any tips??
You have to use a prefix in the model's texture declaration and the texture object in the data editor.
I will fix this now.
€ done.