Ok...
I've been searching around the forums for hours now and some people have been asking the same question but i didn't find any answers that didn't involve 3ds-max.
I have a custom unit called "celloid". I want it to have the zergling model with custom textures.
I want the Zergling to remain untouched however.
How do I do that?
I exported the zerling_diffuse.dds texture
I edited the texture and reimported it to the path Assets/Textures/celloid_diffuse.dds
I exported the zergling m3 model.
I though that i could just open the m3 file in notepad but all I saw was a whole lot of nonsence.
It was pretty easy to do this in wc3... we had mdl files and we had mdx files ...
what did they change now and how does it work?
I just got done (gave up) trying to do something concerning texture swapping. The best I can say about what you're doing is that it requires more than with WC3, but it is possible.
I appriate your help. I'll send you the files but right now it's just a regular zergling texture turned green.
It want to make sure it works before i start spending ours on actual textures.
If you want to change the texture of a unit you only use with that modified texture you can overwrite the exsisting texture by importing the new texture at the old texture's place in your map file.
If that is not the case you can just hardcode the the new texture into the model (could use notepad there or a hex editor). As long as you don't mess with the size you don't need to alter the file header so you can change something like "Assets/Textures/Zergling_Diffuse.dds" to "Assets/Textures/Zergling_Diffus2.dds"
@Xelaran: Go
If you want to change the texture of a unit you only use with that modified texture you can overwrite the exsisting texture by importing the new texture at the old texture's place in your map file.
I've been having trouble trying to do that. The new Texture would just start looking like the original as soon as i imported it. Strange thing.
Quote:
If that is not the case you can just hardcode the the new texture into the model (could use notepad there or a hex editor). As long as you don't mess with the size you don't need to alter the file header so you can change something like "Assets/Textures/Zergling_Diffuse.dds" to "Assets/Textures/Zergling_Diffus2.dds"
That's the whole problem. My Notepad doesn't give me anything intelligable if I try to open the m3 file. What exactly is a hex editor?
Ok... I've been searching around the forums for hours now and some people have been asking the same question but i didn't find any answers that didn't involve 3ds-max.
I have a custom unit called "celloid". I want it to have the zergling model with custom textures. I want the Zergling to remain untouched however. How do I do that?
I exported the zerling_diffuse.dds texture I edited the texture and reimported it to the path Assets/Textures/celloid_diffuse.dds I exported the zergling m3 model. I though that i could just open the m3 file in notepad but all I saw was a whole lot of nonsence.
It was pretty easy to do this in wc3... we had mdl files and we had mdx files ... what did they change now and how does it work?
@Xelaran: Go
I just got done (gave up) trying to do something concerning texture swapping. The best I can say about what you're doing is that it requires more than with WC3, but it is possible.
@llou: Go
It should be a piece of cake if there was some converter to turn the m3 file into something that can simply be opened with Notepad
Xelaran, You can import the model into 3ds max (or blender), apply the new texture, then export it.
If you want, ill do it for you. send the files to [email protected]
@DeepHorizons: Go
I don't have 3ds max, that's the whole problem.
I appriate your help. I'll send you the files but right now it's just a regular zergling texture turned green.
It want to make sure it works before i start spending ours on actual textures.
@Xelaran: Go
If you want to change the texture of a unit you only use with that modified texture you can overwrite the exsisting texture by importing the new texture at the old texture's place in your map file.
If that is not the case you can just hardcode the the new texture into the model (could use notepad there or a hex editor). As long as you don't mess with the size you don't need to alter the file header so you can change something like "Assets/Textures/Zergling_Diffuse.dds" to "Assets/Textures/Zergling_Diffus2.dds"
I've been having trouble trying to do that. The new Texture would just start looking like the original as soon as i imported it. Strange thing.
That's the whole problem. My Notepad doesn't give me anything intelligable if I try to open the m3 file. What exactly is a hex editor?
@Xelaran: Go
Nothing intelligible except the texture file name.
Indeed! I actually missed it.
Once I saw all this nonsence I automatically though the whole file was like that.
Well that solved the problem completely. Thanks a lot to everyone.