I modified the diffuse texture for the Marine model.
I applied that model successfully to the unit. Most of the model looks fine apart from the Marines rifle, hand and possibly arm which all have the wrong part of the texture applied to them. See post below for a screenshot of the textured Marines.
I used this tutorial Modding the Prisoner Zealot to apply the texture.
I followed it obediently apart from the fact that I was just adding one diffuse texture and, like I say, it worked. I just have this annoying problem of the weapon being textured wrongly.
I have since re-extracted the file from the MPQ just to check that the art hasn't been updated and my picture is identical (apart from the colouring) to the current Marine texture.
Perhaps someone knows a guide for saving .dds files in Photoshop. I use the 'NVIDIA DDS Format v3.02' to enable Photoshop to do so. I also made sure the 'use existing MIP maps' option was checked but I don't know anything about any of the fields (including what an MIP map is).
I am, however, a dab-hand with the Photoshop Polygonal Lasso ;) and I'm intending on modifying most of the Terran unit textures with a better theme (if I can solve this problem). So if anyone is willing to help me out, I'd be happy to share my data assets.
Help me SC2Mapster community, you're my only hope.
The command for taking a full screen shot, is command+shift+3
and for taking a partial, use command+shift+4
the screenshots will either go in ur screenshot folder, (if pc)
or ur desktop (if mac)
hope this helped
I simply printscreen and paste it in Photoshop. I suggest you don't use existing mip maps, save them yourself. To do that I open the a texture file in Photoshop and crop it to remove the mip map (right part of the texture). I use 8.8.8.8, as I found its the best to keep quality and check "Generate mip maps"
Images I am posting aren't showing in my preview so I linked them as well
Thanks for the tip SnyderGuy, I'm used to the print screen button saving to clipboard, with SC2 this just gives you a black screen to paste. The print screen button also saves to the screenshot folder (derp).
SoulFilcher - From what you're saying, MIP maps are the progressively lower resolution copies of the image that lie to the right. From now on I will let Photoshop generate them. As you can see in the DDS saving options image I have plenty of different options tagged 4:4:4:4 but no 8:8:8:8. I will look into what .dds files are all about, but what I really need are all the dos and don'ts relating to SC2 diffuse textures.
Below you see both normal Marines and ones textured with my modified image. You can tell the normal Marines apart easily because their rifles are grey. Since looking at this screenshot I have also noticed a descrepency in the player colouring on the shoulder pads of the Marine; There is a small black ellipse on each one.
I also extracted the original marine_diffuse texture from the MPQ and replaced my custom texture with it in my MOD data. Effectively texturing the Marine as I did before (using actor create - select tex. by ID) but using the original diffuse as opposed to an edited one. Exactly the same issues apply, as I expected.
I modified the diffuse texture for the Marine model.
I applied that model successfully to the unit. Most of the model looks fine apart from the Marines rifle, hand and possibly arm which all have the wrong part of the texture applied to them. See post below for a screenshot of the textured Marines.
I used this tutorial Modding the Prisoner Zealot to apply the texture. I followed it obediently apart from the fact that I was just adding one diffuse texture and, like I say, it worked. I just have this annoying problem of the weapon being textured wrongly.
I have since re-extracted the file from the MPQ just to check that the art hasn't been updated and my picture is identical (apart from the colouring) to the current Marine texture.
Perhaps someone knows a guide for saving .dds files in Photoshop. I use the 'NVIDIA DDS Format v3.02' to enable Photoshop to do so. I also made sure the 'use existing MIP maps' option was checked but I don't know anything about any of the fields (including what an MIP map is). I am, however, a dab-hand with the Photoshop Polygonal Lasso ;) and I'm intending on modifying most of the Terran unit textures with a better theme (if I can solve this problem). So if anyone is willing to help me out, I'd be happy to share my data assets.
Help me SC2Mapster community, you're my only hope.
@saltydog87: Go
I think screenshots of how the model turns out in game would help.
The command for taking a full screen shot, is command+shift+3 and for taking a partial, use command+shift+4 the screenshots will either go in ur screenshot folder, (if pc) or ur desktop (if mac) hope this helped
I simply printscreen and paste it in Photoshop. I suggest you don't use existing mip maps, save them yourself. To do that I open the a texture file in Photoshop and crop it to remove the mip map (right part of the texture). I use 8.8.8.8, as I found its the best to keep quality and check "Generate mip maps"
Images I am posting aren't showing in my preview so I linked them as well
Thanks for the tip SnyderGuy, I'm used to the print screen button saving to clipboard, with SC2 this just gives you a black screen to paste. The print screen button also saves to the screenshot folder (derp).
SoulFilcher - From what you're saying, MIP maps are the progressively lower resolution copies of the image that lie to the right. From now on I will let Photoshop generate them. As you can see in the DDS saving options image I have plenty of different options tagged 4:4:4:4 but no 8:8:8:8. I will look into what .dds files are all about, but what I really need are all the dos and don'ts relating to SC2 diffuse textures.
.DDS saving options NVIDIA
Below you see both normal Marines and ones textured with my modified image. You can tell the normal Marines apart easily because their rifles are grey. Since looking at this screenshot I have also noticed a descrepency in the player colouring on the shoulder pads of the Marine; There is a small black ellipse on each one.
Textured model
I also extracted the original marine_diffuse texture from the MPQ and replaced my custom texture with it in my MOD data. Effectively texturing the Marine as I did before (using actor create - select tex. by ID) but using the original diffuse as opposed to an edited one. Exactly the same issues apply, as I expected.
Textured with original diffuse