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fktifzobr@mail.ru
You're going about this the wrong way...

The issue isn't the effect itself, but rather the texture – specifically, the fact that it's not empty. If you save the texture without an alpha channel, for example, in X8R8G8B8 format, the transparent background will turn black, and the glow will appear on this black background.

I don't know how to remove the black background in a drawing program, so I save the texture in TGA format (after changing the color to the desired one) and then import it into DDS using the map editor – the black background usually disappears, and the texture becomes "empty" again, but not truly empty.

I've tried it without an alpha channel, and it's still empty. I even decided to change the color and check it in the game, but nothing changed.



Added after 34 seconds
psatkha
E12D5365-39C0-49B1-ABBD-D720809AFF2C - this file is located in the bin/effects folder. Sometimes, simply changing the value of PerParticleFog to true will make the effect read the color from the texture. However, in most cases, the color is fixed within the effect file itself, and you'll have to repaint it using a hex editor – the color is represented as separate RGB parameters repeated many times. Schematically, it looks like this: imagine a hand with 5 fingers, where each finger is a texture for a specific element of the effect, and each finger is rigidly colored in one color. There's a nuance: when the effect author colors it, they usually click on a color on the spectrum, but sometimes the color components for all colors on all five fingers are the same because the author didn't click on the spectrum but simply chose the same color from a simplified palette! You can see an example of repainting on my page – the creature Namtar

Thank you! I'll get to it today.