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Maybe someone knows... I've been working with the VoKial editor. I'm trying to make the sword's effect purple. It only partially worked for some reason. One part of the sword has a purple effect, and the other has a green one. Both files were modified (meaning there are 2 material files that are identical except for the FloatParam, but they both reference the same texture, which I've already replaced). It feels like there are more than 2 textures being used (possibly). But the references only show 2 textures. I checked both in the XDB files and in the editor...
I really don't understand what's wrong. =)
UPDATE: I intentionally broke one link to material 3.2 and confirmed that there are 3 stripes there. 1 purple (material 2.2) 2 purple (broken, white in the screenshot) material 3.2 3 green!!! Where is it hiding?! xD
Green is the binary... which model are you using?!
I don't know what a binary is...
I think it's best to systematically show where I made changes, otherwise I might miss something, and it turns out that's where the problem was:
Okay.
There's a Vocal in the mapObjects xdb.
In it, the link points to the Character Giovanni, but to a duplicate that I copied.
The link in the duplicate Giovanni leads to the Vampire Lords creature (high-poly model, not LOD). Here, too, the file is duplicated and modified inside.
The original material for the souls crawling on the sword references the default texture; my material references a texture with a changed color (Purple). The xdb textures look like this (original on the left, my modified one on the right). Here are the dds files themselves.
The Idle animation has also been modified.
The effect has been changed here. Next, there will be some more strange things that don't relate to the souls crawling on the sword, but do relate to the greenish haze coming from the sword (I haven't been able to fix it either).
The thing is that in the original vampire sword file, there are references to textures of RED fire (I checked the files, they are indeed red), and there are also references to textures of RED flashes. But in the game, all of this is green.
I added my own Idle. In which there are already links to my recolored textures.
This is what the original looks like (red on the right) and my version (purple) on the left.
And the flashes (yes, the original is somehow without alpha, but it looks good in the game, and I haven't polished mine yet).
In conclusion, my current conclusion is:
There are probably 3 textures for the model with the crawling souls. But in the files, I only found 2, and both of them reference the same image (which I recolored).
The effect of the original model, according to the contents of the xdb, should be a red effect, but nevertheless, it is somehow green (it feels like somewhere in the intermediate stage, some mechanism is applied that changes the color, like the Hue/Saturation in Photoshop).
In the game, we see the following:
The sword is purple.
The strip of souls is green.
The strip of souls is purple.
The flashes going upwards are dark purple.
The glow from the fire textures is green. In short, it's neither fish nor fowl -_-
I'll be glad for any comments; I really don't know what else I can do; I've tried everything.
The green glow is hardcoded in the binary file... you need to examine the (Particle) and (ParticleInstance) files.
idle - Effects\_(Effect)\Characters\Creatures\Necropolis\VampireLord\idle00_.xdb
PerParticleFog >false - you need to change this to true; then the color will be read from the texture file. However, if the particle is baked in, you can only adjust the binary file *bin\effects[b]3C43A120-C084-464E-804E-2375D7659514[/b]... The idea is that if the colors are baked in, the RGB components will be specified in this file. You can use the Adobe Photoshop eyedropper tool and the calculator in programmer mode (take data from Photoshop in decimal form and use the calculator to get hexadecimal data... and vice versa) to understand this in practice. You need to see how it's done for my creature, Namtár!
uid >3C43A120-C084-464E-804E-2375D7659514< /uid
And you also need to check this...
Item href="Sword_Joint_Bone.(ParticleInstance).xdb#xpointer(/ParticleInstance)"/
It's possible that the glow is located in this particle..
PerParticleFog >false - you need to change this to true, then the color will be read from the texture file, but if the particle is baked in, then you can only adjust the binary file *bin\effects[b]3C43A120-C084-464E-804E-2375D7659514[/b]... the point is that if the colors are baked in, then the RGB components will be specified in this file - you can use the Adobe Photoshop eyedropper and the calculator in the OS in programmer mode (data is taken from Photoshop in decimal form and hexadecimal data is obtained using the calculator... and vice versa) to understand this in practice, you need to look at how it is done for my creature Namtar!
If that didn't help, it means the color is baked in... by the way, try this file from the attachment... with the corresponding correction of the signature file name from **3C43A120-C084-464E-804E-2375D7659514** to **3C43A120-2020-2409-1704-2375D7659514**!
If that didn't help, it means the color is baked in... by the way, try this file from the attachment... with the corresponding correction of the signature file name from 3C43A120-C084-464E-804E-2375D7659514 to 3C43A120-2020-2409-1704-2375D7659514!
Thank you =) Too bad I don't know how to do it myself -_- The effect is indeed red, but it's still useful; I was planning to create a second vampire hero, Galtran, in the style of a Vampire Prince with a red sword =)
it would be great if the demons had a chance to drop spellbooks and knowledge artifacts instead; spellbooks drop too rarely, so how can these be considered Chaos faction units with weak Chaos magic?
The demons would benefit from swapping the drop rates of spells and knowledge; spells drop too rarely, making them weak chaos units.
Demons are designed to attack and swarm. They don't have time to stand around and take hits while the hero casts spells =) + They have a good focus on Hellfire, which is a decent chaos spell that affects all creatures, not just the hero.