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That being said, it isn't too hard to update the effect colors! I'll go over two methods:
Option 1: Triggers (No Modeling Needed)
Since reforged, Blizzard added new trigger actions that allow you to modify the colors of special effects. It works similarly to setting the vertex colors of units. You can specify RGB values (out of 255) to represent how much of the red, green, and blue colors should be retained.
Special Effect - Create a special effect attached to the chest of Peasant 0007 <gen> using Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
Special Effect - Set Color of (Last created special effect) to r: 25, g: 225, b: 220
Special Effect - Create a special effect attached to the chest of Peasant 0008 <gen> using Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
Special Effect - Set Color of (Last created special effect) to r: 245, g: 255, b: 25
Special Effect - Create a special effect attached to the chest of Peasant 0009 <gen> using Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
Special Effect - Set Color of (Last created special effect) to r: 25, g: 255, b: 25
Special Effect - Create a special effect attached to the chest of Peasant 0010 <gen> using Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
Special Effect - Set Color of (Last created special effect) to r: 255, g: 35, b: 225
This is how it would look like:
The main difference is that this performs a multiplicative blend (you are typically taking "out" colors)--so the effect tends to get darker and the entire color of the effect tends to turn more homogenous (including the white parts). The other downside is you can't just plug-and-play this into the object editor. If you want to display an effect like this, you'll have to do it through triggers.
Option 2: Modeling
Editing the model and its textures isn't too difficult either--and it often lets you preserve the brightness better. You'll want a few tools:
At a high level, you'll want to recolor any textures used by the effect, and then you'll want to edit the model to use those updated textures. You'll also want to update the colors applied to any geoset animations. Detailed steps:
Open Retera's model studio and in the rightmost side-panel (the unit browser), press the ">" right arrow to switch to the Data Browser. This will let you browse Warcraft 3's storage to find the associated effect (e.g. war3.w3mod/abilities/spells/orc/purge/purgebufftarget.mdx).
Open that file and then go to File > Save As. Change the file type to ".mdl" and save the file as something like "Purge.mdl".
While you still have the effect model open in Retera's studio, switch from the "View" tab to the "Model" tab. Open the "Textures" folder and select any bitmaps that you would like to modify. Some of these textures affect the color of the effect (e.g. LightningBall.blp and Zap1.blp), so you can select those individually and choose "Export Texture Image File". Set the type as PNG and save it to your computer.
Recolor the Textures: in a photo editing program (or you can use photopea.com for free), open up your textures and go to Image > Adjustments > Hue & Saturation. Move the hue & saturation sliders around until you get the color you want. Then you can save the changes to the image.
Edit the MDL: earlier we exported the model as "Purge.mdl". Find it on your computer, right-click it, and open it in Notepad.
Search (Ctrl+F) for "Textures", and then modify the paths of the textures you are modifying to something custom. For example, for the yellow purge effect, I would just name it "Textures\LightningBallYellow.blp" and "Textures\Zap1Yellow.blp". This will represent the paths we'll use in the Import Manager (a.k.a. Asset Manager) in the editor:
Next, search for the word "Color" and you'll find a section for geoset animations. Here you'll see some colors are applied to the effect. They are in BGR format (blue, green, red) and they are stored as values from 0 to 1. You can typically use color pickers online to help you find out what values to use, like this: RGB 0-1 Color Picker. Just make sure you put it in the correct order (Blue, Green, Red):
In notepad, go to File > Save As and overwrite the .mdl.
Back in Retera's model studio, open up the Purge.mdl file you modified, and then go to File > Save As, choose "mdx" as the file type, and save it. This will be the model you'll import into the editor.
Open up BLP Laboratory and then open up your modified textures (png files). Go to File > Save As and select BLP1 as the type (and choose a directory/name to save it). You can use the default JPEG settings:
Import the model and textures: Back in the editor, import your model and its textures. Make sure you set the texture paths to whatever you put in the .mdl file.
Then it should work in game!
Overall, both ways are pretty straightforward once you've done it once. The model editing route definitely has its advantages since it preserves the brightness/color-variety better, at the cost of an increased number of imports/file size. I'll attach the models below "PurgeVariants.zip" and a sample map (press ESC to preview the effects), but you'll probably want to tweak them to match the colors you're imagining. Hope this helps!
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