I've created a custom texture for a marine. Seeing as all textures are available as data assets there should be a way to re-skin a model while only adding the new texture asset to the map, as opposed to adding the same model again with the new texture applied. When trying to implement the new texture, I get an error implying that the editor is looking for the texture in the .M3 file and can't find it of course.
Is there a way to re-skin a unit/building in a SC2 mod without adding a whole new model?
Are the default settings in the NVIDIA .dds plugin for Photoshop adequate for a SC2 texuter?
EDIT: it's actually Oatin who's trying this, he may elaborate.
All you have to do is import your texture to replace the old one with the same name and path. For example Assets\Textures\marine_Diffuse.dds or the correct name for the marine diffuse texture (or any other maps you wish to replace). I always use DXT3 explicit alpha forsaving options in the NVIDIA dds dialog.
Your only way its using two models with different textures then. I remember a long time ago, there was a guy trying to do this but got nowhere, I have no idea if someone has been able to but I'm pretty sure, the way that the texture is embedded into the model, that it isn't possible.
You can, however, change decals mid game, though, that I'm aware of.
The method I use to alter the original texture involves simply overlaying an opaque colour masks on certain parts. Perhaps we could just use the decal texture to paint over the original?
If this value that he edits here is changeable ingame, you should be able to cycle through textures at will, assuming you've imported them. I don't know how to change that value ingame though.
I've created a custom texture for a marine. Seeing as all textures are available as data assets there should be a way to re-skin a model while only adding the new texture asset to the map, as opposed to adding the same model again with the new texture applied. When trying to implement the new texture, I get an error implying that the editor is looking for the texture in the .M3 file and can't find it of course.
Is there a way to re-skin a unit/building in a SC2 mod without adding a whole new model? Are the default settings in the NVIDIA .dds plugin for Photoshop adequate for a SC2 texuter?
EDIT: it's actually Oatin who's trying this, he may elaborate.
All you have to do is import your texture to replace the old one with the same name and path. For example Assets\Textures\marine_Diffuse.dds or the correct name for the marine diffuse texture (or any other maps you wish to replace). I always use DXT3 explicit alpha forsaving options in the NVIDIA dds dialog.
@xcorbo: Go
While this could be possible, there is an issue here: We want to change the texture ingame. So we need both the old and the new texture.
@Oatin: Go
Your only way its using two models with different textures then. I remember a long time ago, there was a guy trying to do this but got nowhere, I have no idea if someone has been able to but I'm pretty sure, the way that the texture is embedded into the model, that it isn't possible. You can, however, change decals mid game, though, that I'm aware of.
@xcorbo: Go
The method I use to alter the original texture involves simply overlaying an opaque colour masks on certain parts. Perhaps we could just use the decal texture to paint over the original?
If this value that he edits here is changeable ingame, you should be able to cycle through textures at will, assuming you've imported them. I don't know how to change that value ingame though.
Use the Texture Select By Id actor event. There is even a tutorial on it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg