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  1. I never liked housecolor effects on objects...they feel verry artificial compared to the object it is used on, even if you tone down the intensity or amplify it etc. I was thinking of doing away with the actuall housecolor texture on the model and using a seperate model+draw and maybe use the shadowinfo/decal module to project some kindof holographic overlay effect. for a volumetric effect one could probably just use a modelcon.state like USER_20, only give this to a seperate draw that uses a 3d model that resembles a holographic hitbox/targetbox. You could give each unit a aura that only effects enemy units within its vision range and aplies the USER_20 condition to enemies. Or something along those lines for a quick brainstorm. What i am actually curious about are some of the settings for DECAL and SHADOWINFO like: for the commando <ShadowInfo Type="DECAL" SizeX="14" SizeY="14" Texture="ShadowI" /> or used with the repair drones from warfactories: <!-- draw a decal when this thing is selected --> <!-- This is duplicated in several files. Please do a search and update those too --> <ScriptedModelDraw id="ModuleTag_Draw_Selected_Repair_Decal" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SELECTED"> <Model Name="FXInvisBone" /> <ShadowInfo Type="ADDITIVE_DECAL" SizeX="=$REPAIR_DRONE_HOME_DECAL_SIZE" SizeY="=$REPAIR_DRONE_HOME_DECAL_SIZE" OverrideLODVisibility="true" MaxHeight="200" UseHouseColor="true" LocalPlayerOnly="true" Texture="Decal_Rig_CO" /> </ModelConditionState> </ScriptedModelDraw> would anyone be willing to explain some of the atributes and how they are used(useable) of the below schematic? <xs:simpleType name="ShadowType"> <xs:restriction base="xs:string"> <xs:enumeration value="NONE" /> <xs:enumeration value="DECAL" /> <xs:enumeration value="VOLUME" /> How would this type be useable or differ from DECAL? <xs:enumeration value="ALPHA_DECAL" /> transparancy i asume? <xs:enumeration value="ADDITIVE_DECAL" /> Used with 2 textures? <xs:enumeration value="ALPHA_DECAL_DYNAMIC" /> Dynamic? <xs:enumeration value="ADDITIVE_DECAL_DYNAMIC" /> <xs:enumeration value="MERGE_DECAL" /> Used with 2 textures? <xs:enumeration value="VOLUME_OR_DECAL" /> <xs:enumeration value="TIBERIUM_ROOT" /> </xs:restriction> </xs:simpleType> <xs:complexType name="ShadowInfo"> <xs:sequence></xs:sequence> <xs:attribute name="Type" type="ShadowType" /> <xs:attribute name="Texture" type="TextureRef" /> <xs:attribute name="AdditionalTexture" type="TextureRef" /> addictive or merge decals? <xs:attribute name="SizeX" type="SageReal" default="0.0" /> <xs:attribute name="SizeY" type="SageReal" default="0.0" /> <xs:attribute name="OffsetX" type="SageReal" default="0.0" /> <xs:attribute name="OffsetY" type="SageReal" default="0.0" /> <xs:attribute name="OpacityStart" type="SageReal" default="0" /> |is this a one shot effect or could you <xs:attribute name="OpacityFadeInTime" type="Time" default="0s" /> | get this to basicly repeat every few seconds/frames? <xs:attribute name="OpacityPeak" type="SageReal" default="1" /> | <xs:attribute name="OpacityFadeOutTime" type="Time" default="0s" /> | <xs:attribute name="OpacityEnd" type="SageReal" default="0" /> | <xs:attribute name="MaxHeight" type="SageReal" default="20" /> how does height factor into using decals or 2d textures? <xs:attribute name="OverrideLODVisibility" type="SageBool" default="false" /> <xs:attribute name="UseHouseColor" type="SageBool" default="false" /> <xs:attribute name="IsRotatingWithObject" type="SageBool" default="true" /> <xs:attribute name="LocalPlayerOnly" type="SageBool" default="false" /> <xs:attribute name="SunAngle" type="SageReal" default="0.0" /> I am assuming this is a lighting effect no </xs:complexType> longer used in TW but left over from BFME? <xs:complexType name="RadiusDecalTemplate"> <xs:sequence> <xs:element name="Color" type="Color4" minOccurs="0" maxOccurs="1" /> </xs:sequence> <xs:attribute name="Texture" type="TextureRef" /> <xs:attribute name="Texture2" type="TextureRef" /> <xs:attribute name="Style" type="ShadowType" /> <xs:attribute name="OpacityMin" type="Percentage" default="1.0" /> <xs:attribute name="OpacityMax" type="Percentage" default="1.0" /> <xs:attribute name="OpacityThrobTime" type="SageReal" default="1000" /> this is used to give a pulsing effect by having opac go from min to <xs:attribute name="RotationsPerMinute" type="SageReal" default="0.0" /> min? <xs:attribute name="OnlyVisibleToOwningPlayer" type="SageBool" default="false" /> <xs:attribute name="MaxRadius" type="SageReal" default="0.0" /> <xs:attribute name="MinRadius" type="SageReal" default="0.0" /> <xs:attribute name="MaxSelectedUnits" type="SageUnsignedInt" default="0.0" /> <xs:attribute name="SpiralAcceleration" type="SageReal" default="0.0" /> what would this do? </xs:complexType>
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