Seems to me that this would be a very simple edit.
The Request
Basically I want to insert a bunch of portrait models in my map, and so obviously I need the backgrounds on them gone. No they won't necessarily be stationary, so I can't just hide the backgrounds behind a wall. Also things are pretty open.
Alternative
The other way I thought this might be accomplished is if I could just replace the textures for the backgrounds with some blank textures. Which would also be a lot easier on the file size, than importing a ton of models.
But I have no idea what the paths for those might be... :(
The Actual Request
Anyways here is a list of the portraits. They are all Protoss, and all animations should remain. I would really appreciate it if anyone could help me with this.
Even if someone could even do just a couple, it would be an immense help.
ArchonPortrait.m3: Could you also remove the effects
ArtanisPortrait.m3
carrierportrait.m3
ExecutorPortrait.m3
HighTemplarPortrait.m3
KarassPortrait.m3
NyonPortrait.m3
Preserver2Portrait.m3
TalDarimExecutorPortrait.m3
WarpPrismPortrait.m3
ZealotPortrait.m3
These are all found at the path Assest/Textures/Portraits/-NAME-/-NAME-.m3
Hmm... I'm not sure how you plan to use them in your map, but you are aware that the portrait models are only what you see in the portrait I hope? In other words they're only really good to be viewed from the front. As an example I've done a quick screenshot of the archon portrait model from the side.
Note: If you edit the models, like removing backgrounds or just do nothing all particle effects will be lost.
There is NO particle effect support on the M3 Exporter or Importer
Hmm I looked at a couple from behind, but those happened to be the only two really fine ones; the Executer and WarpPrism.
I think I can mitigate that problem, however if you or whoever did this for me would fill in back a bit, even if it was just putting the texture on the other side of the model parts, it would be such a help.
Though for the Archon it is a bit more necessary, because of that ring thing around/above his head.
Well yes, that was my alternative, but I have no clue what the paths might be. The only way I can think to find out what they are is to open up the models, but I wouldn't know the first place to look once opened.
Okay I tried that with the Archon Portrait, but there is a problem. Now I just have a black wall behind him instead of a black wall with clouds on it.
Exactly What I Did
I figured that the clouds.dds texture was the background, so I exported it and opened it up in Graphic Converter (My only program that can handle .dds). It appeared there is an alpha channel, and a layer of clouds. So I selected all, deleted the clouds, and reimported it.
_
I am still hoping for someone to edit the models, if they are willing to put in the textures behind.
Well the guy that made the community tools might be hard working on university atm but blizzard might release a complete tool + guide to NOT 100% sure but they did it for Warcraft3 to
Blizzard said they would release it (it was named StarTools) with the launch of the game.
Clearly that isn't the case. My assumption is that they will do this with the marketplace instead, since it's more appropriate. I'm sure they don't want to promote custom assets when there's a 10.5 MB limit to maps.
I went through it and did it properly with Photoshop on a different texture for the Executor. Which worked, though it turned out that the texture removed the blue fog effect instead of the background.
Which is annoying since there were only 3 textures, and the other two are clearly for the fog effects and the main portrait texture. The background must be part of the main texture, but that might take a while to figure out.
I am still really hoping it could be edited, even if it was just a few where the loss of particles wouldn't be too big an impact.
_
I took a bunch of time though and read through some tutorials, and I've got what I wanted to do working with quite pleasing results. I may need to see if I can get some minor edits on other models, if I can't position the models better. However for now it is the background is really getting in the way.
I've been looking at the Executor portrait, and I have become convinced that the only way to remove the background is by editing. None of the textures mentioned in the Previewer appear to affect the background.
I imported the .dds to a map and went to look at the Archon portrait. Then the editor crashed.
Anyway, I opened it up in Photoshop and the alpha channel is black. I looked at the texture in the 3D Nvidia previewer, and it's definitely transparent. My thought is that the black is actually from the archon portrait texture, which I'll take a look at in a minute.
I looked at that with the Executor one, to see if it might be in the main executor texture. But it didn't look like it. I didn't do the definete test of making those textures invisible though.
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Seems to me that this would be a very simple edit.
The Request
Basically I want to insert a bunch of portrait models in my map, and so obviously I need the backgrounds on them gone. No they won't necessarily be stationary, so I can't just hide the backgrounds behind a wall. Also things are pretty open.
Alternative
The other way I thought this might be accomplished is if I could just replace the textures for the backgrounds with some blank textures. Which would also be a lot easier on the file size, than importing a ton of models.
But I have no idea what the paths for those might be... :(
The Actual Request
Anyways here is a list of the portraits. They are all Protoss, and all animations should remain. I would really appreciate it if anyone could help me with this.
Even if someone could even do just a couple, it would be an immense help.
These are all found at the path Assest/Textures/Portraits/-NAME-/-NAME-.m3
Hmm... I'm not sure how you plan to use them in your map, but you are aware that the portrait models are only what you see in the portrait I hope? In other words they're only really good to be viewed from the front. As an example I've done a quick screenshot of the archon portrait model from the side.
Note: If you edit the models, like removing backgrounds or just do nothing all particle effects will be lost. There is NO particle effect support on the M3 Exporter or Importer
@Underp4ntz: Go
I think the best way to do this is by editing the texture to be completely alpha'd out, rather than editing the .m3 for that reason.
@Riaction: Go
Hmm I looked at a couple from behind, but those happened to be the only two really fine ones; the Executer and WarpPrism.
I think I can mitigate that problem, however if you or whoever did this for me would fill in back a bit, even if it was just putting the texture on the other side of the model parts, it would be such a help.
Though for the Archon it is a bit more necessary, because of that ring thing around/above his head.
@Underp4ntz: Go
Particles are like effects, correct? The only place where that would be a real problem is the WarpPrism.
@Kanaru: Go
Well yes, that was my alternative, but I have no clue what the paths might be. The only way I can think to find out what they are is to open up the models, but I wouldn't know the first place to look once opened.
@Ardnived: Go
I believe the Previewer shows the directories of all the textures used on a model.
@Kanaru: Go
Okay I tried that with the Archon Portrait, but there is a problem. Now I just have a black wall behind him instead of a black wall with clouds on it.
Exactly What I Did
I figured that the clouds.dds texture was the background, so I exported it and opened it up in Graphic Converter (My only program that can handle .dds). It appeared there is an alpha channel, and a layer of clouds. So I selected all, deleted the clouds, and reimported it.
_
I am still hoping for someone to edit the models, if they are willing to put in the textures behind.
I think you'd make it all black in the alpha...
@Ardnived: Go
@Underp4ntz: Particles are like effects, correct? The only place where that would be a real problem is the WarpPrism.
Yes like the heat effects, thunder/lightning smoke zerg drool, protos dreads' "hair" etc
How long do you think till they support particles?
Should try to figure out this texture thing then.
@Ardnived: Go
Well the guy that made the community tools might be hard working on university atm but blizzard might release a complete tool + guide to NOT 100% sure but they did it for Warcraft3 to
@Underp4ntz: Go
Blizzard said they would release it (it was named StarTools) with the launch of the game.
Clearly that isn't the case. My assumption is that they will do this with the marketplace instead, since it's more appropriate. I'm sure they don't want to promote custom assets when there's a 10.5 MB limit to maps.
Does anyone have an idea why it is just showing up black? The clouds.dds texture is definetely transparent.
It seems like perhaps the background is just inherently black or something, in which case texture editing couldn't change that.
you need to make the alpha channel black not just the rgb
I went through it and did it properly with Photoshop on a different texture for the Executor. Which worked, though it turned out that the texture removed the blue fog effect instead of the background.
Which is annoying since there were only 3 textures, and the other two are clearly for the fog effects and the main portrait texture. The background must be part of the main texture, but that might take a while to figure out.
I am still really hoping it could be edited, even if it was just a few where the loss of particles wouldn't be too big an impact.
_
I took a bunch of time though and read through some tutorials, and I've got what I wanted to do working with quite pleasing results. I may need to see if I can get some minor edits on other models, if I can't position the models better. However for now it is the background is really getting in the way.
Why don't you upload the background.dds that you editted??
It's possible that like with the Executor the real background is part of the main texture (Or so I suspect), while I will look into now.
But here is the clouds.dds that I edited.
I've been looking at the Executor portrait, and I have become convinced that the only way to remove the background is by editing. None of the textures mentioned in the Previewer appear to affect the background.
I imported the .dds to a map and went to look at the Archon portrait. Then the editor crashed.
Anyway, I opened it up in Photoshop and the alpha channel is black. I looked at the texture in the 3D Nvidia previewer, and it's definitely transparent. My thought is that the black is actually from the archon portrait texture, which I'll take a look at in a minute.
I looked at that with the Executor one, to see if it might be in the main executor texture. But it didn't look like it. I didn't do the definete test of making those textures invisible though.