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Thread: Creating Hero Textures

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  1. #61
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    Quote Originally Posted by ichi168 View Post
    can you teach me how to edit it??
    Not really... just mess around with different values. It's not hard to learn how to do it on your own.

  2. #62
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    Quote Originally Posted by ichi168 View Post
    can you teach me how to edit it??
    Once you open the effect file you want to change, the color="x x x" is the RGB value for each particle effect. The values go from .1 to 1. Since most RGB values are based on a scale of 255, you have to take the RGB and divide it by that number, then enter it into the text document.

    There's a ton of color value charts that can be found on Google or Photoshop will also tell you RGB colors. One of these charts can be found here.

    For example the effect file will say something like:

    particle
    minangle="0"
    maxangle="180"
    minanglespeed="0"
    maxanglespeed="45"
    startcolor=".92 .89 .79"
    endcolor=".3 .3 .1"

    size="25"
    minendscale="6"
    maxendscale="10"
    startalpha=".25"
    midalpha=".25"
    endalpha="0"
    midalphapos="0.1"
    endstickiness="1"
    />

    The color is what you need to edit. For example, the RGB for Dark Sea Green on that chart is 143 188 143 which roughly comes out to .56 .37 .56. Enter this into the text document and that will give your particle effects the Dark Sea Green color.

  3. #63
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    actually, the values go from 0 to 1 (including decimals) so you could have stuff like .00001 and still have it work. The formula for converting from regular RGB to HoN's RGB format is [RGBnum]/255, and that decimal number is what you would use for HoN.

  4. #64
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    Quote Originally Posted by Yugamic View Post
    Once you open the effect file you want to change, the color="x x x" is the RGB value for each particle effect. The values go from .1 to 1. Since most RGB values are based on a scale of 255, you have to take the RGB and divide it by that number, then enter it into the text document.

    There's a ton of color value charts that can be found on Google or Photoshop will also tell you RGB colors. One of these charts can be found here.

    For example the effect file will say something like:

    particle
    minangle="0"
    maxangle="180"
    minanglespeed="0"
    maxanglespeed="45"
    startcolor=".92 .89 .79"
    endcolor=".3 .3 .1"

    size="25"
    minendscale="6"
    maxendscale="10"
    startalpha=".25"
    midalpha=".25"
    endalpha="0"
    midalphapos="0.1"
    endstickiness="1"
    />

    The color is what you need to edit. For example, the RGB for Dark Sea Green on that chart is 143 188 143 which roughly comes out to .56 .37 .56. Enter this into the text document and that will give your particle effects the Dark Sea Green color.
    thanks I will try and experiment now

  5. #65
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    Quote Originally Posted by MaxGhost View Post
    actually, the values go from 0 to 1 (including decimals) so you could have stuff like .00001 and still have it work. The formula for converting from regular RGB to HoN's RGB format is [RGBnum]/255, and that decimal number is what you would use for HoN.
    Yop, I just simplified it a bit. I'm guessing there's a minimum brightness threshold to have the effects display correctly since I couldn't get anything too dark (IE black) to show up. Admittedly I didn't play around with it too much.
    Last edited by Yugamic; 11-21-2009 at 10:54 PM.

  6. #66
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    It doesent work for me!!

    resources2000.s2z\heores\witch_slayer\ material.material
    slay.tga


    well in the material data i changed every "color.tga" to "slay.tga"

    anyway there is not even one little change (even if i color everything red )

    EDIT: got the problem
    resources2000.s2z.zip\heores\witch_slayer\
    Last edited by Devilsheep; 11-22-2009 at 04:18 PM.

  7. #67


    Why does this turn out like this?
    I understand it wouldn't be perfect, but why is everything messed up and not only the head?
    It is flipped correct (just like the original on the left)... no?
    _ _ _ _ _ [Video] Pharaoh - Rocket (Tormented Soul)

    _ _ _ _ _ _ Anubis _ Force Commander __ Levi _ _ Broodmother

    _ _ _ _ _ _ _ _ Dream Heroes | Forum Heroes | Items

    _ _ _ _ _ [Video] Rampage+Tablet vs Chronofield

  8. #68
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    If you're saving them as .tga, they they should be opposite of the original, completely flipped. Make sure you're flipping the alpha channel too though.

  9. #69
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    Quote Originally Posted by A`nub`is View Post


    Why does this turn out like this?
    I understand it wouldn't be perfect, but why is everything messed up and not only the head?
    It is flipped correct (just like the original on the left)... no?
    flip it vertically

  10. #70
    ...yeah thx. It's this statement on page1, which is to blame

    Quote Originally Posted by `Yuri` View Post
    I think he means to new textures created from zero.
    If you edit the game textures they are already on 180° fliped correct position.
    Which is wrong.

    Works now thx.
    _ _ _ _ _ [Video] Pharaoh - Rocket (Tormented Soul)

    _ _ _ _ _ _ Anubis _ Force Commander __ Levi _ _ Broodmother

    _ _ _ _ _ _ _ _ Dream Heroes | Forum Heroes | Items

    _ _ _ _ _ [Video] Rampage+Tablet vs Chronofield

  11. #71
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    This happened to me, i followed all the instructions and everything.

    heres the file
    http://www.mediafire.com/?mjzt3dijiw5

  12. #72
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    Quote Originally Posted by A`nub`is View Post
    ...yeah thx. It's this statement on page1, which is to blame



    Which is wrong.

    Works now thx.
    It's only wrong if you save them as .tga for use in .s2z mod files. If you were going to pack it back into the textures.s2z file (not recommended) you wouldn't need to flip, because you would be saving them as .dds

    Quote Originally Posted by StatikWolf View Post
    This happened to me, i followed all the instructions and everything.

    heres the file
    http://www.mediafire.com/?mjzt3dijiw5
    First of all, putting that many 9s in the filename wont help it...

    Second of all, I wasn't able to open the .tga file with photoshop, so I think you didn't save it correctly. You need to select the "Targa" filetype to get the right format.
    Last edited by MaxGhost; 11-25-2009 at 03:47 PM.

  13. #73
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    Ok, i resaved it as a targa file so now you should be able to open the ppy.tga file.
    and i made it 2225 just for testing purposes.

    it lets me open it but i get the same result.

    http://www.mediafire.com/?2z2tmwtzzzk

  14. #74
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    Well, it worked fine for me this time... Make sure you don't still have the 999999982 version still in there, or it'll override your 2225 one.

  15. #75
    You wouldn't happen to know of any DDS plugins for the Mac would you?

  16. #76
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  17. #77
    That was pretty awesome, but didn't produce any results, the only one I can find is something you have to pay for (something I found before your clever google link).

  18. #78
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    You really didn't look hard did you. It leads to forum posts that explain that there are no plugins available, but you can use a .dds converter instead.

    http://dwj.freeshell.org/celestia/

  19. #79
    I appreciate you linking me to that. For future reference, is there a search feature on these boards? Or do I have to manually look through the threads?

  20. #80
    Realizing how dumb that question was I decided to look myself. Low and behold, a search function!

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