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I setup a texture swap in one of my actors, but could not get it to work.
It throws an error when I do anything related to the texture, and SC2 actually crashes when I run the map.
This is what Ive got setup:
Actor Events+:
ActorCreation
TimerExpired
Model Texture Declarations+:
Index 0
Texture CraterAD Fields:
File: Assets/Textures/blastmark4.dds
Slot: main
Ok the second to last paragraph make no sense.
You have a prefix without a texture declaration. Also is this a diffuse, emissive or normal? With some difficult models you need to specify.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The Model was parented to Splat and its Art: Model is: BlastSmearSplat.m3
By default it has Diffuse and Alpha Mask set to BlastSmear1.dds, but no _Diffuse or _Emissive textures ect...
Ive tried leaving Prefix blank and putting "blastsmear1" in the Trigger on SubString field but that just shows the default texture.
Ive since changed "blastsmear1" to "BlastSmear1" since thats how it is displayed in the CutSceneEditor.
(its weird tho because if I navigate to the .dds in the texture tab it is "blastsmear1")
Setup like this it correctly shows the new texture, without error, in the editor.
But SC2 crashes as soon as the map finishes loading during a test.
EDIT:
forgot to mention I also changed "main" to "main.diffuse" in both the model declaration and texture tab
It is capital sensitive so put BlastSmear1 in both.
No idea about the crash.
Progress. But kinda/slightly disappointing progress.
I just changed the Splat Type Actor to a Model Type Actor. Literally no other change.
It seems to work, but it just makes me question what the heck the splat actor is even for?
Try the prefix...
Got everything working.
Had some issues with a couple structures that had negative height values hiding the custom splats below the terrain.
An SOp Offset fixed them.
Still don't know why splat type actors don't work. (yes, I am using prefix)
But the original question has been answered.
Thank you for your help. :)
Oh, thought you were using a splat model as a Model actor. Splat type actors cannot be texture swapped for some strange reason.
Splat actors can be automatically size adjusted to fit a Search Area effect radius which can be upgraded.
I would have used a SOp (Shadow) personally.
I setup a texture swap in one of my actors, but could not get it to work.
It throws an error when I do anything related to the texture, and SC2 actually crashes when I run the map.
This is what Ive got setup:
Actor Events+:
ActorCreation
TimerExpired
Model Texture Declarations+:
Index 0
Texture CraterAD Fields:
File: Assets/Textures/blastmark4.dds
Slot: main
Ok the second to last paragraph make no sense.
You have a prefix without a texture declaration. Also is this a diffuse, emissive or normal? With some difficult models you need to specify.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The Model was parented to Splat and its Art: Model is: BlastSmearSplat.m3
By default it has Diffuse and Alpha Mask set to BlastSmear1.dds, but no _Diffuse or _Emissive textures ect...
Ive tried leaving Prefix blank and putting "blastsmear1" in the Trigger on SubString field but that just shows the default texture.
Ive since changed "blastsmear1" to "BlastSmear1" since thats how it is displayed in the CutSceneEditor.
(its weird tho because if I navigate to the .dds in the texture tab it is "blastsmear1")
Setup like this it correctly shows the new texture, without error, in the editor.
But SC2 crashes as soon as the map finishes loading during a test.
EDIT:
forgot to mention I also changed "main" to "main.diffuse" in both the model declaration and texture tab
It is capital sensitive so put BlastSmear1 in both.
No idea about the crash.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Progress. But kinda/slightly disappointing progress.
I just changed the Splat Type Actor to a Model Type Actor. Literally no other change.
It seems to work, but it just makes me question what the heck the splat actor is even for?
Try the prefix...
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Got everything working.
Had some issues with a couple structures that had negative height values hiding the custom splats below the terrain.
An SOp Offset fixed them.
Still don't know why splat type actors don't work. (yes, I am using prefix)
But the original question has been answered.
Thank you for your help. :)
Oh, thought you were using a splat model as a Model actor. Splat type actors cannot be texture swapped for some strange reason.
Splat actors can be automatically size adjusted to fit a Search Area effect radius which can be upgraded.
I would have used a SOp (Shadow) personally.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg