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Thread: Creating Hero Textures

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  1. #41
    Quote Originally Posted by AngryN00B View Post
    maybe it is a good idea to add the icon's modification part into the guide too! The trick is that they cant have the same name because textures.s2z comes later and overwrites i guess. Took me flaming slither to find that out :P
    isnt you that posted a texture with icons without overwite?
    how u do this? i will implement on future textures too
    http://yurixyworks.com

  2. #42
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    You must simply add a copy of the ability.entity and Hero.entity and some TGA icons named icon.tga.
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  3. #43
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    I just tried to make some minor changes to hammer storm saved the texture as a .tga repacked it all fine but when i tested him in a practise match it looks like the texture has shifted or the size has changed. when i saved it photoshop asked me if i wanted to save it as 32bit/pixel, 16 and 8 i was wondering if i had to save it as one of the others i saved as 32 bit.

  4. #44
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    Quote Originally Posted by Knautia View Post
    I just tried to make some minor changes to hammer storm saved the texture as a .tga repacked it all fine but when i tested him in a practise match it looks like the texture has shifted or the size has changed. when i saved it photoshop asked me if i wanted to save it as 32bit/pixel, 16 and 8 i was wondering if i had to save it as one of the others i saved as 32 bit.
    You must rotate the channels (Alpha channel also if it has) vertically and save it.

  5. #45
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    Lmao thanks i cant believe it was that simple

  6. #46
    Quote Originally Posted by Sephinator View Post
    You must simply add a copy of the ability.entity and Hero.entity and some TGA icons named icon.tga.
    WRONG, you must copy the .entity (hero/ability) and a new icon named DIFFERENT from icon.tga . it wont work if u keep it icon.tga because textures.s2z overwrites icon.tga later on. If you tell the ability.entity he need iconnew.tga, the game will use iconnew.tga because the ability.entity gets overridden in the resources0.s2z !

  7. #47
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    *overrides, not overwrites.

  8. #48
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    guys i need your help. I want to make an ice texture that is transparent but i dont know how. Alpha channel just makes them invisible so i was wondering if some1 could help me here.( a slight guide would be much appreciated , i'm using GIMP btw )

  9. #49
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    I think you need to use an transparent brush (with low opacity) on the alpha channel instead of something opaque. I haven't tested it, so I can't tell you if it works for sure.

  10. #50
    http://img12.imageshack.us/img12/2310/problempq.png

    I can't seem to figure out why it is doing this. All I did to the texture was add red lines with the air paint brush in GIMP and I did everything else right.

  11. #51
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    Quote Originally Posted by Zwor View Post
    http://img12.imageshack.us/img12/2310/problempq.png

    I can't seem to figure out why it is doing this. All I did to the texture was add red lines with the air paint brush in GIMP and I did everything else right.
    Flip it vertically.

  12. #52
    Quote Originally Posted by MaxGhost View Post
    Flip it vertically.

    Gah! I been flipping it horizontally! Thanks!

  13. #53
    If I try to open the file (ofcourse I downloaded the plug-in) I get this:



    Any solution?

  14. #54
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    Wrong file. You need to open color.dds.

  15. #55
    I downloaded plugins and got this ;-;
    halp pl0x



    It is indeed the color.dds

    Edit: Apparently CS4 64-bit isnt supported by the plug-in.
    CURSE YOU 64-BIT!!
    Last edited by Ibuki; 11-20-2009 at 04:30 PM.

  16. #56
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    what does glow.dds and normal.dds does? and how can I change other colors like the projectiles and some spell colors?

  17. #57
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    Quote Originally Posted by ichi168 View Post
    what does glow.dds and normal.dds does? and how can I change other colors like the projectiles and some spell colors?
    About the other files, I don't think you need to worry about it. Glow.dds I think is for the teamcolor glow effect (not entirely sure) and normal.dds I think is a depth map (again, not sure).

    Depends on the skill. If it's a skill like slither's plague ward, you can edit the texture for it by finding the skin the same way as the hero's skin, but if you want to edit other particle effects, that's in the resources0.s2z, and you want to change the .effect files. Most of the time you just need to change the color, but since it's XML, you can do just about anything with them to make it look drastically different. I even used effect files from other heroes (pyro and the dragon creeps) for my slither mod.

  18. #58
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    Quote Originally Posted by MaxGhost View Post
    About the other files, I don't think you need to worry about it. Glow.dds I think is for the teamcolor glow effect (not entirely sure) and normal.dds I think is a depth map (again, not sure).

    Depends on the skill. If it's a skill like slither's plague ward, you can edit the texture for it by finding the skin the same way as the hero's skin, but if you want to edit other particle effects, that's in the resources0.s2z, and you want to change the .effect files. Most of the time you just need to change the color, but since it's XML, you can do just about anything with them to make it look drastically different. I even used effect files from other heroes (pyro and the dragon creeps) for my slither mod.
    oh yeah I know your slither mod it was fantastic!! I still wonder how to change some particles like for examples the bats in wretched hag's cage. how can i change its color and its purple glowy effect

  19. #59
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    That stuff is in the file \heroes\babayaga\effects\body.effect

  20. #60
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    Quote Originally Posted by MaxGhost View Post
    That stuff is in the file \heroes\babayaga\effects\body.effect
    can you teach me how to edit it??

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