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I'm working on miniaturizing some structures (in this specific case, I'm turning a huge, tall stone mine, comparable in height to a human castle, into a small mine that looks like the other mines).

Everything was going well; I created a texture with gray stone and recolored the effects... but there's one bug that keeps popping up, and I don't understand why:
All the effects have been changed to a grayish hue, including the sparks (round flashes) and rays, and the overall aura is also grayish for the stone.
But on the left, everything looks good, as it should, but not on the right. Why? It's unclear. I thought both sides of the mine's effect were linked to the same texture. I've changed everything I could.



The only thing I couldn't change is this part because it has nothing in it.

It doesn't have a link to a material/texture...
If the problem is with this, I don't even know how to fix it.


I'd like to achieve a consistent result on the mine, like the one on the left (gray background, gray flashes on gray stone).

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Most likely, this is an automatic color change embedded in the effect, as is the case with the vampire sword – the vampire effect has red textures, but it glows green.

Try creating an effect based on the crystal mine, or remove textures from the effect until the glow disappears.
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Experiments showed that the problem was likely with the Sparks.


I removed the reference to them in the effect, and the glow disappeared.
More precisely, the orange glow in the Sparks themselves could be removed by deleting Glow05. However, this caused an obscure bug where some part of the texture would flicker at a certain angle... so I ended up removing the Sparks altogether. Of course, this also removed the tiny flickering of gray dots, but it's better this way than what it was before.



Below is an example (I removed the glow, but in a certain angle, this thing on the right flickers)
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The flickering bug is a classic. In my game, the death effect of the Faceless Ones flickered, but I only noticed it 2-3 times (although it wouldn't be fair to compare a basic unit like the Faceless One to a high-level unit; it's unlikely anyone would zoom the camera in on a basic unit, especially one that's actively attacking).
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In such cases, you should always set the PerParticleFog parameter to True; there is a chance that the colors in the effect are not locked... it's minimal, but it still exists!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

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