I've taken the Large Protoss Beacon and enlarged it considerably. As a result, the brightness when you test the map out makes it so that you can barely see the units if they are within the beacon. Is there a way to tone down the brightness and make it more dull? Also it seems to me that the beacon sits up higher than the ground intersecting buildings and even covering some. is there a way to lower the height of this object so that it sits perfectly on the ground?
Would have to edit the alpha texture, bring down the levels.
Or edit the material but that's even more hassle as the export/import pipeline is more or less non existent.
I've taken the Large Protoss Beacon and enlarged it considerably. As a result, the brightness when you test the map out makes it so that you can barely see the units if they are within the beacon. Is there a way to tone down the brightness and make it more dull? Also it seems to me that the beacon sits up higher than the ground intersecting buildings and even covering some. is there a way to lower the height of this object so that it sits perfectly on the ground?
Thank you
The beacon appears to cover things because it isn't a flat object and has height (z axis). To fix this, in the Data Editor, open up the main Actor for the Beacon_Protoss unit you're using, and double-click the Art - Scale. Change the X and Y values to match the scale value you want (so it's super huge), but lower the Z value to very low (try 0.01 to start). This will flatten the model and therefore keep it against the ground surface. It also, however, removes the feeling of "depth" obviously, but sounds like that's what you want. Mess with this Z value until you like the result.
As for the brightness, also within the Data Editor, with the same Beacon_Protoss Actor selected, double-click the Event - Events+ field, right-click, Add Event, and set Msg Type to "Unit Birth" and Source Name to "Beacon (Protoss Large)". For the Term under your event, change Msg Type to "Set Opacity" and alter the Opacity value as you see fit. This of course will blend the model into the background more and allow your units to stand out.
I've taken the Large Protoss Beacon and enlarged it considerably. As a result, the brightness when you test the map out makes it so that you can barely see the units if they are within the beacon. Is there a way to tone down the brightness and make it more dull? Also it seems to me that the beacon sits up higher than the ground intersecting buildings and even covering some. is there a way to lower the height of this object so that it sits perfectly on the ground?
Thank you
@Etravex: Go
Would have to edit the alpha texture, bring down the levels. Or edit the material but that's even more hassle as the export/import pipeline is more or less non existent.
@caspersc: Go
How do you edit the alpha texture?
The beacon appears to cover things because it isn't a flat object and has height (z axis). To fix this, in the Data Editor, open up the main Actor for the Beacon_Protoss unit you're using, and double-click the Art - Scale. Change the X and Y values to match the scale value you want (so it's super huge), but lower the Z value to very low (try 0.01 to start). This will flatten the model and therefore keep it against the ground surface. It also, however, removes the feeling of "depth" obviously, but sounds like that's what you want. Mess with this Z value until you like the result.
As for the brightness, also within the Data Editor, with the same Beacon_Protoss Actor selected, double-click the Event - Events+ field, right-click, Add Event, and set Msg Type to "Unit Birth" and Source Name to "Beacon (Protoss Large)". For the Term under your event, change Msg Type to "Set Opacity" and alter the Opacity value as you see fit. This of course will blend the model into the background more and allow your units to stand out.
Hope that helps!
@gabestah: Go
It worked thank you for your help