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[Data - Actor][Events+ Message] Texture Select By ID

    #423 Apr 13, 2013 at 02:22 UTC - 0 likes

    @DrSuperEvil: Go @Kueken531: Go It didn't happen that miraculously to me, lol.

    EDIT: I went to check it again and it happens I was trying to use Upgrade Add events, and those didn't work. But Actor Creation events work.

    Last edited Apr 13, 2013 by SoulFilcher
    #424 Apr 13, 2013 at 09:23 UTC - 0 likes

    @Taintedwisp: Go

    The ghost looks too bright. HOTS crabeetles are quite good for retexturing.

    #425 Apr 16, 2013 at 15:11 UTC - 0 likes

    I'm having trouble setting this up for ShapeCube.
    The team color is already removed, so I can see the default texture of it just fine.

    I've declared the textures without a Prefix (since it doesn't use one)
    I added two adaptions with suffix
    XelNagaGlass.dds and Grad_GlowLine2Green.dds
    for the main slot.
    And then I applied my custom textures using the actor events.
    The textures were set up properly with main.diffuse and main.emissive

    I've followed the tutorial multiple times, and checked various example maps and comments, and I just can't get it to work.

    Last edited Apr 16, 2013 by CloudMax
    #426 Apr 16, 2013 at 16:39 UTC - 0 likes
    Quote from CloudMax: Go

    I've declared the textures without a Prefix (since it doesn't use one)

    This is your problem right here. Since patch 1.5, a prefix is required, otherwise the Texture Declarations have no effect.
    I would suggest splitting into 2 declarations with 1 adaption each, so you can use different prefixes. Use the entire filename as prefix and substring for both.

    Quote from rtschutter: Go

    Is anyone aware of a way to show different textures for different players?

    I just read this post, and yes, it should be possible using Renee's actor phasing method. It can send any actor message for specific players only, including Texture Select By Id.
    Easiest way to use it would probably implementing the GAx3 mod into your map and use the trigger function to send an actor message for a specific player.

    Last edited Apr 16, 2013 by Kueken531

    http://img577.imageshack.us/img577/4226/blaj.jpg

    #427 Apr 16, 2013 at 17:18 UTC - 0 likes
    Quote from Kueken531: Go

    @CloudMax: Go

    This is your problem right here. Since patch 1.5, a prefix is required, otherwise the Texture Declarations have no effect.
    I would suggest splitting into 2 declarations with 1 adaption each, so you can use different prefixes. Use the entire filename as prefix and substring for both.

    @rtschutter: Go

    I just read this post, and yes, it should be possible using Renee's actor phasing method. It can send any actor message for specific players only, including Texture Select By Id.
    Easiest way to use it would probably implementing the GAx3 mod into your map and use the trigger function to send an actor message for a specific player.

    That did the trick. Thanks!

    Edit: Actually, it only replaced one of the textures. Doesn't work for Grad_GlowLine2Green.dds

    Last edited Apr 16, 2013 by CloudMax
    #428 Apr 16, 2013 at 17:28 UTC - 0 likes
    Quote from DrSuperEvil: Go

    @Taintedwisp: Go

    The ghost looks too bright. HOTS crabeetles are quite good for retexturing.

    Here

    I lowered the HDR, and added the rainbow archon macro to him. but made it very slow so he slowly fazes to new colors. its pretty cool. of course it uses player color rather then tint.

    my maps will always be Free. and Available to the public at the earliest possible date.

    If you need a tester feel free to ask IShadowWolf.258

    You can also catch me on the IRC most times.

    #429 Apr 16, 2013 at 17:47 UTC - 0 likes
    Quote from CloudMax: Go

    Edit: Actually, it only replaced one of the textures. Doesn't work for Grad_GlowLine2Green.dds

    Try deleting the declarations and remaking them from scratch. Sometimes changing the order of the adaptions or deleting adaptions causes the declarations to stop working for no good reason.

    Also, there is a nasty bug with textures: If a texture object exists, defining a slot for a specific texture, and one of your models uses that specific texture, you can only use the slot defined in the texture object, or it will malfunction. This is problematic for some of the Dark Protoss textures and some generic textures like Glow_Green3.dds or Grad_Rays_Green1.dds, so I assumed, this might be your problem as well, but I didn't find a predefined texture for Grad_GlowLineGreen2.dds so that shouldn't be the issue. Just wanted to mention it, because of the similarities in file names.

    Last edited Apr 16, 2013 by Kueken531
    #430 Apr 16, 2013 at 18:19 UTC - 0 likes

    @Kueken531: Go

    I recreated the declarations without success. The green line refuses to change texture.
    It isn't exactly ideal when I'm building my map with the cube model.

    #431 Apr 16, 2013 at 19:59 UTC - 0 likes

    Can anyone confirm if this method doesn't work with Upgrade Add events? If it does work, what could be wrong if the same texture, applied to the same actor, but using Actor Creation works.

    #432 Apr 16, 2013 at 20:27 UTC - 0 likes

    @SoulFilcher: Go

    if it doesnt work with that event, which I believe it does, i know it works in triggers with button pressed anyways.

    #433 Apr 16, 2013 at 21:04 UTC - 0 likes

    I am pretty sure, the Dark Protoss upgrade uses this event to swap the textures on some Dark Protoss buildings. Check the Pylon or Cybernetics Core's events.

    #434 Apr 16, 2013 at 21:24 UTC - 0 likes

    @Kueken531: Go Of course, you're right. Silly me I should have checked. Now I'm positive its just the gremlins in my computer ;-)

    #435 Apr 17, 2013 at 09:24 UTC - 0 likes

    I ended up replacing the Grad_GlowLine2Green.dds asset by importing a black texture over it instead. And I finally got the result I was looking for. :)
    https://dl.dropboxusercontent.com/u/6440063/JAS/screenshots/objectArenaWithTexture.jpg
    Thanks for all the help! :)

    #436 Apr 18, 2013 at 12:13 UTC - 0 likes

    @CloudMax: Go

    With most texture swaps the hard part is finding one that looks just right.

    #437 May 07, 2013 at 08:43 UTC - 0 likes

    Anyone know where I'm going wrong here? I'm trying to test out replacing a texture for a duplicate marine unit. I need it to be view-able in the editor. I've done texture replacing before, spent a lot of time on a Thor reskin, for some reason this isn't working. Right now I'm trying to find out how to make simple adjustments to a marine (like add rank insignia to his shoulders).

    The unit is called COMMANDER.

    Name Size MD5
    ep101.SC2Map 1.9 MiB 436e80aa8943...
    #438 May 07, 2013 at 20:44 UTC - 1 like

    Use the Decal slot.

    #439 May 08, 2013 at 02:13 UTC - 0 likes

    @DrSuperEvil: Go

    Thank you. I feel stupid now, I should know to cycle through the slots.

    Edit: [5/7/2013 10:23:34 PM] Warning: USER: [ e 7] CActorUnit[COMMANDER] COMMANDER Assets\Units\Terran\Marine\Marine.m3; Could not find texture with id COMMANDER_diffuse and expression <None>

    I've checked, the texture is uploaded.

    Edit: The issue is moot, I've figured another way to do it. As always, thanks for the help.

    Last edited May 08, 2013 by Bijan641
    #440 May 08, 2013 at 20:34 UTC - 0 likes

    Yeah in general retexturing decals is a pain in that they only use the decal slot.

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