Hello guys, I've been working on creating a footman model, and I wanted to give them several variations. First models, that went well, as I based the variations change thing on Dark Templar variations. But I've stuck with the textures. I want the units to have randomised textures, with each texture having a preset probability to occure.
I think the key is in the Textre Declarations and more precisely, Texture Information tabs. There I see the Probabilty slot, which is the same as in model variatons, I assume. So, there apparently is a way to have randomised textures variations. Now, I don't have any ideas how to figure out the whole system.
For instance, I have a footman testing model, and have several capes for him. I want my footmen to have random cape textures, every time one is recruitted. With variant 1 having 50% probability , variant 2 being 25%, variant 3 - 15% and variant 4 - 10%
I'm not quite sure how to do it at the model level - you can take a look at the Infested Colonist's model and actor, follow that format for texture Actor Events and the texture tab on the model, and just adding multiple textures with probability values. May work, but no idea.
Thanks a lot for the reply. I guess that was what I needed. The ActorCreation event and PassChance term was what I needed. For the third part, I guess, I'll use the Textrue Select by ID or Slot action and will use the tutorial for that technique. Thank you very much for assistance again.
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Hello guys, I've been working on creating a footman model, and I wanted to give them several variations. First models, that went well, as I based the variations change thing on Dark Templar variations. But I've stuck with the textures. I want the units to have randomised textures, with each texture having a preset probability to occure.
I think the key is in the Textre Declarations and more precisely, Texture Information tabs. There I see the Probabilty slot, which is the same as in model variatons, I assume. So, there apparently is a way to have randomised textures variations. Now, I don't have any ideas how to figure out the whole system.
For instance, I have a footman testing model, and have several capes for him. I want my footmen to have random cape textures, every time one is recruitted. With variant 1 having 50% probability , variant 2 being 25%, variant 3 - 15% and variant 4 - 10%
Any help would be appreciated.
You can do it at the Actor Event level.
You can also do it with Triggers.
I'm not quite sure how to do it at the model level - you can take a look at the Infested Colonist's model and actor, follow that format for texture Actor Events and the texture tab on the model, and just adding multiple textures with probability values. May work, but no idea.
@Stompppp: Go
Thanks a lot for the reply. I guess that was what I needed. The ActorCreation event and PassChance term was what I needed. For the third part, I guess, I'll use the Textrue Select by ID or Slot action and will use the tutorial for that technique. Thank you very much for assistance again.