Mike.nl, on 09 June 2010 - 02:34 AM, said:
That's just a matter of tweaking the Alpha layer in the unit textures.
Hopefully he will find a way to do it then.
It's pretty tough for me, when I tried it during my Novus texture modding. I had to mentally imagine what it would look like because I was staring at a UV map, not a 3D model. It'd be nice if you could texture something, and then have it update on the model with the press of a button so you can see immediate changes... dunno if any software in existence does that.
CanadaMan7, on 08 June 2010 - 07:50 PM, said:
@Valdez: Well, We'd still need a command center for the eventual constructors and the heroes would fit nicely there.
Unless you're prepared to make a model from scratch, I suggest you work with what you have.
Regarding strat's idea... here's Foudner's transformation
<Unit_Ability Name="Novus_Founder_Toggle_Modes_1">
<Type>SWITCH_TYPE</Type>
<Active_Type_Class> Novus_Hero_Founder_Performance </Active_Type_Class>
<Inactive_Type_Class> Novus_Hero_Founder </Inactive_Type_Class>
<Is_Modal>Yes</Is_Modal>
<Recharge_Seconds>10</Recharge_Seconds>
<Active_By_Default>No</Active_By_Default>
<Movement_Class_To_Check> Infantry </Movement_Class_To_Check>
<SFXEvent_GUI_Unit_Ability_Activated>GUI_NOVUS_ABILITY_Switch_Modes</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_NOVUS_ABILITY_Switch_Modes</SFXEvent_GUI_Unit_Ability_Deactivated>
<Only_In_Tactical_Mode> true </Only_In_Tactical_Mode>
</Unit_Ability>
It's not all though, you have to define the transformation modes:
<BehaviorType Name="TypeSwitchBehaviorType">
<Type_Switch_Pre_Activate_Anim> Novus_Hero_Founder_Performance, Novus_Hero_Founder, SPECIAL_ACTION_C </Type_Switch_Pre_Activate_Anim>
<Type_Switch_Pre_Activate_Anim> Novus_Hero_Founder, Novus_Hero_Founder_Performance, SPECIAL_ACTION_C </Type_Switch_Pre_Activate_Anim>
<Pre_Switch_Effect_Generator_Name> NovusFounderScaleUpEffectGenerator </Pre_Switch_Effect_Generator_Name>
<!-- List of types this object can switch to - This is mainly needed to inforce build limits and must be
only added to the base type used for production dependencies purposes -->
<Type_Switch_Types> Novus_Hero_Founder, Novus_Hero_Founder_Performance </Type_Switch_Types>
<Primary_Type> Novus_Hero_Founder </Primary_Type>
<Component_Uses_Signal> true </Component_Uses_Signal>
</BehaviorType>
There's quite a lot of variables, especially animations.
btw if you need particle fx I might be able to help
Edited by Valdez, 09 June 2010 - 06:01 AM.