Pretty cool mang
Resources > Tutorials
[Texture, Misc] How To Implement Custom Player Decals Without Overriding
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Alevice Regular Shmoe
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JademusSreg Moderator
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It would be cooler if hover images worked for embedded images.
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DrSuperEvil Moderator
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You know you can texture swap decals using Texture Select By ID.
Last edited May 13, 2012 by DrSuperEvilContribute to the wiki (Wiki button at top of page)
Considered easy altering of the unit textures?
http://static.sc2mapster.com/content/attachments/15/252/Screenshot2011-04-17_09_16_21.jpg
For my public assets look here!
http://www.sc2mapster.com/forums/resources/data-assets/46733-the-assets-of-evil/#1
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JademusSreg Moderator
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If the subject of this tutorial was not the implementation of custom player decals, that would be a legitimate observation.
Last edited May 13, 2012 by JademusSreg -
DrSuperEvil Moderator
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Oh yeah, sorry.
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Nogardsiemanym Regular Shmoe
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Is there any way to do this with a mod? That is, through hex editing make custom decals available in the drop-down menu?
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JademusSreg ModeratorHow To Implement Custom Decals Without Overriding
Purpose
If you're like me, you probably hate overriding and avoid modifying existing data if you can help it. You probably found yourself bewildered at the apparent lack of custom decal support, staring incredulously at the decal dropdown list, wondering how it determines which decal Textures to include. It's not yet known how that list is determined (I'd wager it's statically defined in the editor), but implementing custom decals without overriding existing decals is possible and will be covered by the instructions contained in this tutorial.Requisite Tools
Assumptions
This tutorial assumes you have a custom decal ready to be implemented, as creating custom decals is outside the scope of this tutorial, and that you are aware of how to open and save files in each of the requisite tools listed above; this tutorial assumes the tools you'll use are Hex Workshop (from hexworkshop.com) and MPQ Editor (from zezula.net), with the screenshots throughout this tutorial demonstrating key instructions within these applications.Instructions
Section 1: Preparations in the StarCraft 2 Editor
Section 2: Hex editing the MapInfo
Section 3: Reimporting the MapInfo
Section 4: Testing and Results
Input, a script to capture key and mouse input
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