To summarize: it was necessarily and sufficient to have 2nd emissive map with "render alpha only" checkbox checked and texture to have alpha layer which decides what parts should glow as team color.
Ok, there is zeratul with diffuse team color checked back.
Yes, dark templar initially has only one emissive map. So, try this one, I've added second emissive map (copy of the first one). Maybe u'll need to swap his second emissive map, because it has totally white alpha.
Ok, I have also noticed, that the Archon's first emissive map has "render alpha only" checkbox checked. And Archon's diffuse map has no "render alpha as team color" checked.
So, there are 2 zeratul models, both have these checkboxes same as Archon has, but one of them has both emissive maps set to zeratul's emissive texture, and the second one has both archon's emissive textures.
btw, try to swap archon's emissive map 2 with preserver's EnergyPlane3.dds, will it still work?
Ah, well, they all just work like the Preserver, so I cannot use them. So, unless you are willing to experiment further, what the difference between the Archon's and the other models Team Color Emissive Add is, I thank you for your work.
I'd like to experiment, and I do. For now I must say, that importer doesn't load some textures and leave some maps empty. And looks like empty maps work like a team color.
About the difference between the Archon's and the others' Team Color Emissive Add. Each Material has 2 emissive maps: "Emissive map" and "Emissive map 2". Archon's body material has both of them filled with the same archon_emissive2 texture. DT and Zeratul has "Emissive map 2" empty. Preserver's "Emissive map 2" contains EnergyPlane3.dds. So, we can assume, that "Emissive map 2" is a map which decides, will your desired effect work or won't.
I've attached preserver model with both Emissive maps filled with the archon's emissive texture, and another one, with only "Emissive map 2" filled with archon's texture.
However, I would like to experiment with it myself. Do you have a link to a tutorial covering setting of these blend modes? Or is it easy to find by myself?
Never tried to find such a tutorial. If you will find - let me know, I don't understand them those clearly.
Yes, I'll try to experiment with other models tomorrow.
Maybe these 2 models provide some more information for you. One of them was exported without any change. Another one was imported without EnergyPlane3.dds texture, then I changed its Emissive Blend Type to Team Color Emissive Add and exported.
Also, I include Archon model with Team Color Emissive Add (maybe somethig else was changed, don't remember). Actually, I thought archon won't be exported with his blue glowing ball, because it's rather a particle effect, but it did.
Check these preservers, what result would match your aim more?
preserver_.m3 - changed the Emissive Blend Type to Team Color Emissive Add
preserver_1.m3 - changed the Emissive Blend Type to Team Color Emissive Add + reduced emissive multiplier (9->3)
preserver_2.m3 - changed the Emissive Blend Type to Team Color Emissive Add + reduced emissive multiplier more (9 ->2) + checked "render alpha as team color" flag for emissive material
preserver_3.m3 - changed the Emissive Blend Type to Team Color Emissive Add + reduced emissive multiplier more (9 ->2) + checked "render alpha only" flag for emissive material
Oh, pretty nice! It may be a neat way to modify model's look in rpg maps, depending on what talents players improve for their heroes.
Glad it works.
To summarize: it was necessarily and sufficient to have 2nd emissive map with "render alpha only" checkbox checked and texture to have alpha layer which decides what parts should glow as team color.
Ok, there is zeratul with diffuse team color checked back.
Yes, dark templar initially has only one emissive map. So, try this one, I've added second emissive map (copy of the first one). Maybe u'll need to swap his second emissive map, because it has totally white alpha.
Ok, then try these preserver and dt with "render alpha only" checked for their emissive maps.
Ok, I have also noticed, that the Archon's first emissive map has "render alpha only" checkbox checked. And Archon's diffuse map has no "render alpha as team color" checked.
So, there are 2 zeratul models, both have these checkboxes same as Archon has, but one of them has both emissive maps set to zeratul's emissive texture, and the second one has both archon's emissive textures.
btw, try to swap archon's emissive map 2 with preserver's EnergyPlane3.dds, will it still work?
I'd like to experiment, and I do. For now I must say, that importer doesn't load some textures and leave some maps empty. And looks like empty maps work like a team color.
About the difference between the Archon's and the others' Team Color Emissive Add. Each Material has 2 emissive maps: "Emissive map" and "Emissive map 2". Archon's body material has both of them filled with the same archon_emissive2 texture. DT and Zeratul has "Emissive map 2" empty. Preserver's "Emissive map 2" contains EnergyPlane3.dds. So, we can assume, that "Emissive map 2" is a map which decides, will your desired effect work or won't.
I've attached preserver model with both Emissive maps filled with the archon's emissive texture, and another one, with only "Emissive map 2" filled with archon's texture.
Never tried to find such a tutorial. If you will find - let me know, I don't understand them those clearly.
Ok, there are 2 rest models. I simply changed the emissive blend type. And now they look like the preserver ;/
Tell me if you need something else.
Yes, I'll try to experiment with other models tomorrow.
Maybe these 2 models provide some more information for you. One of them was exported without any change. Another one was imported without EnergyPlane3.dds texture, then I changed its Emissive Blend Type to Team Color Emissive Add and exported.
Also, I include Archon model with Team Color Emissive Add (maybe somethig else was changed, don't remember). Actually, I thought archon won't be exported with his blue glowing ball, because it's rather a particle effect, but it did.
Check these preservers, what result would match your aim more?
preserver_.m3 - changed the Emissive Blend Type to Team Color Emissive Add
preserver_1.m3 - changed the Emissive Blend Type to Team Color Emissive Add + reduced emissive multiplier (9->3)
preserver_2.m3 - changed the Emissive Blend Type to Team Color Emissive Add + reduced emissive multiplier more (9 ->2) + checked "render alpha as team color" flag for emissive material
preserver_3.m3 - changed the Emissive Blend Type to Team Color Emissive Add + reduced emissive multiplier more (9 ->2) + checked "render alpha only" flag for emissive material
It can be done in 3ds max, and only particle effects will be lost. And I can try to do it for you. What models you need it to be done on?