Any idea how to control the team colors? I made all my .dds files similar to the one blizzard provides. If a .dds file originall has an alpha map, my texture files also has an alpha map. I'm getting nothing on the team colors though.. Anyone got ideas?
by looking into the Gatway_diffuse.dds, you can see that in the areas where the team color is used in game, the texture is acctualy transparent.
now I don't know if this is the answer, since my editor from some reason display all dds files i upload as blue textures (i believe i did everything right), but you should still give it a shot.
I just check the .dds files for the colossus. Nothing is transparent or has it's opacity changed.. I'm thinking it might be how i'm saving the dds file??
i believe you did not understand me.
for the colossus, it's knee-pads (is that what they are?) have a circle whose color is changing according to the team color.
now let's check the colossus_diffuse.dds
the area in the texture that refers to the knee pads, has the circle thing without any color in it.
though i now sees in some other team color places it's just plain black.
For the diffuse, I'm getting color everywhere in the RGB channels. In the Alpha "1" channel, certain areas which I suspect are for team color, is darkened, while everything else is white. I guess that's what you're talking about. However, my Alpha "1" channel is in the same fashion as the colossus one... I really think I screwed up with the settings...
Its simply a case of using the Starcraft 2 Material type in 3DS Max and having an appropriate texture. When you apply a texture to an object using the SC2 material type, there is a checkbox to use the texture's alpha channel as the team colour. You can do it on the diffuse texture if you like, or on another slot if you prefer (eg. Emissive). When the checkbox is checked, the alpha channel of whichever texture is in that slot will be used for the team colours.
In the pic, I have just applied a green texture to the whole box, but the alpha channel has black over every face except for the top of the box. Therefore as you can see, the team colours are applied to everything except the top face (the one with the white alpha channel)
Edit: Probably should mention that this is using NiNtoxicated01's export tools for 3DS max
I wanted to put some team color on an emissive map I got. So I did everything you said. Put alpha on the emissive map where I wanted the team color to be and the other left pure black. In 3ds max checked the Use alpha as team colour. In SC2 the model had no team color... There was black instead of team color. I tried filling the alpha channel with pure white, same thing happened.
I tried the same texture as diffusive map, checked the Use alpha as team colour and it worked in SC2 just fine.
I think that you can't use team colors on emissive map
I'm using GIMP to edit the texture of a model by first converting it to JPG, I then wish to add team colour to some parts, save it, reconvert it to DDS then load it in SC2 just fine, team colour and all.
I used to be able to do this in WC3
Am I just a dreamer? or is there a way I can set the alpha to use team colour without using 3DS?
Rollback Post to RevisionRollBack
Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
In the pic, I have just applied a green texture to the whole box, but the alpha channel has black over every face except for the top of the box. Therefore as you can see, the team colours are applied to everything except the top face
Assuming you don't use 3ds max would painting parts of a UV map with a specific type of black turn those areas into team colors?
Any idea how to control the team colors? I made all my .dds files similar to the one blizzard provides. If a .dds file originall has an alpha map, my texture files also has an alpha map. I'm getting nothing on the team colors though.. Anyone got ideas?
by looking into the Gatway_diffuse.dds, you can see that in the areas where the team color is used in game, the texture is acctualy transparent. now I don't know if this is the answer, since my editor from some reason display all dds files i upload as blue textures (i believe i did everything right), but you should still give it a shot.
I just check the .dds files for the colossus. Nothing is transparent or has it's opacity changed.. I'm thinking it might be how i'm saving the dds file??
i believe you did not understand me. for the colossus, it's knee-pads (is that what they are?) have a circle whose color is changing according to the team color. now let's check the colossus_diffuse.dds the area in the texture that refers to the knee pads, has the circle thing without any color in it. though i now sees in some other team color places it's just plain black.
For the diffuse, I'm getting color everywhere in the RGB channels. In the Alpha "1" channel, certain areas which I suspect are for team color, is darkened, while everything else is white. I guess that's what you're talking about. However, my Alpha "1" channel is in the same fashion as the colossus one... I really think I screwed up with the settings...
Its simply a case of using the Starcraft 2 Material type in 3DS Max and having an appropriate texture. When you apply a texture to an object using the SC2 material type, there is a checkbox to use the texture's alpha channel as the team colour. You can do it on the diffuse texture if you like, or on another slot if you prefer (eg. Emissive). When the checkbox is checked, the alpha channel of whichever texture is in that slot will be used for the team colours.
In the pic, I have just applied a green texture to the whole box, but the alpha channel has black over every face except for the top of the box. Therefore as you can see, the team colours are applied to everything except the top face (the one with the white alpha channel)
@Riaction: Go
<3 It works now. Thanks!
can we see a sneak preview lol
@Riaction: Go
I wanted to put some team color on an emissive map I got. So I did everything you said. Put alpha on the emissive map where I wanted the team color to be and the other left pure black. In 3ds max checked the Use alpha as team colour. In SC2 the model had no team color... There was black instead of team color. I tried filling the alpha channel with pure white, same thing happened.
I tried the same texture as diffusive map, checked the Use alpha as team colour and it worked in SC2 just fine.
I think that you can't use team colors on emissive map
Any way that we can do this without 3ds max?
I'm using GIMP to edit the texture of a model by first converting it to JPG, I then wish to add team colour to some parts, save it, reconvert it to DDS then load it in SC2 just fine, team colour and all.
I used to be able to do this in WC3
Am I just a dreamer? or is there a way I can set the alpha to use team colour without using 3DS?
Assuming you don't use 3ds max would painting parts of a UV map with a specific type of black turn those areas into team colors?
Ohhhh, alpha channel. DURP, I had no idea what you meant at first.