I am trying to make a red version of the Xel'Naga Obelisk, and I am struggling. I have exported the diffuse and emissive textures for the obelisk and modified them to produce a red version, then imported them into the editor. But now how do I apply them to the model?
I am also curious if it will be possible to make the red version just a variation of the unit, rather than replacing the blue entirely.
I'm not aware of a way to override the default textures by using the same names. What I do know is you can edit the model (.m3), assign your textures with new names, and import them to your map. Then you can edit the model variation in the actor data.
Here's a vid I made for the same question in the past:
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Overriding the default textures should work, if you import the textures into your map under the same path and with the same name. However, you cannot use the original textures anymore in this case.
If you want to re-import a model using different textures, you can also edit the model using a text editor. If you open the model in a text editor, a bunch of cryptic charakters will appear. However, the file pathes and names can be found, they are the only non-cryptic text parts. Just search for *.dds in the document.
You can change them, but you need to keep the path length the same, otherwise the model gets corrupted.
So, for example changing
"Assets/Textures/MyUnit/MyUnitDiffuse.dds"
to
"Assets/Textures/MyUnit/MyUnitDiffus2.dds"
should work, but
"Assets/Textures/MyUnit/MyUnitDiffuse2.dds"
does not.
This is a little messy, but the only way I know of to use custom textures on models without using 3dsmax, while keeping all particle effects (current 3dsmax to m3 exporter loses particles) and access to the original model.
Thanks guys, I will take a look at both of these options.
Basically what I am trying to do is change the color of the Xel'Naga Obelisk from blue to red through a triggered event. Color tinting looks like ass, and the lack of color options for so many of the objects in the editor has been really disappointing. I can't believe they don't have more objects which can have their color changed based on player colors. Even the shapes they put into the units category look pathetic when you change their color, hardly noticeable.
just import them into Assets/Textures folder?
it will override the texture for the model. note it wont update immediately in the editor. you may have to close the editor completely and reopen it.
aslong as the texture name is identical to the default texture and you import it into Assets/Textures it should work fine.
just import them into Assets/Textures folder?
it will override the texture for the model. note it wont update immediately in the editor. you may have to close the editor completely and reopen it.
aslong as the texture name is identical to the default texture and you import it into Assets/Textures it should work fine.
Does not work. Default textures override the new textures.
I really would like to know how to do this. But, I don't think its possible without uploading a new model.
But I am having some trouble. Using your tutorial I was able to get it to alter the texture of a Hydralisk just like you did, but applying the same method to the Xel Naga Obelisk didn't yield any change. Do you think it might have something to do with the model variations of the Obelisk? It's the only thing I can think of.
Hrm. Have you tried the standard method (which mud couldn't get working ;o ) as documented here:http://www.galaxywiki.net/index.php?title=Custom_Unit_Textures ? His method is down the bottom, but above it is the replacement method which I've never had any trouble with.
EDIT
Ah this is a different thread than I first thought >.> but yeah, the replacement method the others also mentioned should work. The galaxywiki article goes into a bit more detail though, so you make sure you replace the correct texture/s. For the obelisk, you may have to replace several textures. I'll find out if I have a moment.
Yeah, like the other guy who created a thread on this I need to keep the originals, overwriting them won't solve my problem and I don't have access to 3DSMax. Hopefully I can make Mud's solution work, but right now there is something preventing it from working on the Obelisk which I cannot figure out.
But I am having some trouble. Using your tutorial I was able to get it to alter the texture of a Hydralisk just like you did, but applying the same method to the Xel Naga Obelisk didn't yield any change. Do you think it might have something to do with the model variations of the Obelisk? It's the only thing I can think of.
No this one is tricky because the path of the dds files are differen.
Simply put this in substring or prefix, doesn't matter which one. XelNagaObeliskDiffuse.dds and it will work. You can even leave both it blank if you want, just make sure you have slot = main. You may want to do other things than diffuse for this model.
I am trying to make a red version of the Xel'Naga Obelisk, and I am struggling. I have exported the diffuse and emissive textures for the obelisk and modified them to produce a red version, then imported them into the editor. But now how do I apply them to the model?
I am also curious if it will be possible to make the red version just a variation of the unit, rather than replacing the blue entirely.
Any help is greatly appreciated.
I'm not aware of a way to override the default textures by using the same names. What I do know is you can edit the model (.m3), assign your textures with new names, and import them to your map. Then you can edit the model variation in the actor data.
Here's a vid I made for the same question in the past:
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Overriding the default textures should work, if you import the textures into your map under the same path and with the same name. However, you cannot use the original textures anymore in this case.
If you want to re-import a model using different textures, you can also edit the model using a text editor. If you open the model in a text editor, a bunch of cryptic charakters will appear. However, the file pathes and names can be found, they are the only non-cryptic text parts. Just search for *.dds in the document.
You can change them, but you need to keep the path length the same, otherwise the model gets corrupted.
So, for example changing
"Assets/Textures/MyUnit/MyUnitDiffuse.dds"
to
"Assets/Textures/MyUnit/MyUnitDiffus2.dds"
should work, but
"Assets/Textures/MyUnit/MyUnitDiffuse2.dds"
does not.
This is a little messy, but the only way I know of to use custom textures on models without using 3dsmax, while keeping all particle effects (current 3dsmax to m3 exporter loses particles) and access to the original model.
Thanks guys, I will take a look at both of these options.
Basically what I am trying to do is change the color of the Xel'Naga Obelisk from blue to red through a triggered event. Color tinting looks like ass, and the lack of color options for so many of the objects in the editor has been really disappointing. I can't believe they don't have more objects which can have their color changed based on player colors. Even the shapes they put into the units category look pathetic when you change their color, hardly noticeable.
@rtschutter: Go
This is a sketchy fix but, you could use red lights (doodads>probs>Light Omni Red). If you group up a couple they basically paint objects around them.
@dubo863:
just import them into Assets/Textures folder?
it will override the texture for the model. note it wont update immediately in the editor. you may have to close the editor completely and reopen it.
aslong as the texture name is identical to the default texture and you import it into Assets/Textures it should work fine.
Does not work. Default textures override the new textures.
I really would like to know how to do this. But, I don't think its possible without uploading a new model.
found out how
@PSGMud: Go
First, thank you very much for the tutorial.
But I am having some trouble. Using your tutorial I was able to get it to alter the texture of a Hydralisk just like you did, but applying the same method to the Xel Naga Obelisk didn't yield any change. Do you think it might have something to do with the model variations of the Obelisk? It's the only thing I can think of.
Hrm. Have you tried the standard method (which mud couldn't get working ;o ) as documented here:http://www.galaxywiki.net/index.php?title=Custom_Unit_Textures ? His method is down the bottom, but above it is the replacement method which I've never had any trouble with.
EDIT Ah this is a different thread than I first thought >.> but yeah, the replacement method the others also mentioned should work. The galaxywiki article goes into a bit more detail though, so you make sure you replace the correct texture/s. For the obelisk, you may have to replace several textures. I'll find out if I have a moment.
Yeah, like the other guy who created a thread on this I need to keep the originals, overwriting them won't solve my problem and I don't have access to 3DSMax. Hopefully I can make Mud's solution work, but right now there is something preventing it from working on the Obelisk which I cannot figure out.
@rtschutter: Go
Did you try http://forums.sc2mapster.com/development/artist-tavern/20178-modifying-textures-for-existing-unit/?post=3 ?
No this one is tricky because the path of the dds files are differen.
Simply put this in substring or prefix, doesn't matter which one. XelNagaObeliskDiffuse.dds and it will work. You can even leave both it blank if you want, just make sure you have slot = main. You may want to do other things than diffuse for this model.