I want to use more than 1 planet texture from this planet pack: http://www.sc2mapster.com/assets/planet-package/ but the pack has only one model.
I tried to rename the textures names by opening the model as text document, but that doesnt worked out. So I guess somebody have to open the model with 3dsmax and rename the texture links.
(I only want the 002 009 036 066 024 072 planets to have model.)
You can rename the texture, as long as the file name length stays the same (for example, renaming "white.dds" to "white2.dds" does not work, but "whit2.dds" does)
You can rename the texture, as long as the file name length stays the same (for example, renaming "white.dds" to "white2.dds" does not work, but "whit2.dds" does)
For future reference, hex editing it would work too, and yes I'd stay away from adding new characters to the texture name string.
white.dds to whit2.dds instead of white2.dds.
I'm sorry I couldn't reply to your comments in the package and came in so late but I've posted more in the package asset.
Should a future update include several models for each texture? This seems to be a common issue since you and three other people have asked the same thing.
Somehow actors are able to switch textures, see some dark protoss building actors for reference (templar archives actor -> events -> the actor events when dark protoss upgrade is researched cause a texture swap or something). I have no idea how to get this to work, maybe that would be nice for your package, though.
Look at the Templar Archives actor. Its definitely texture swap. Most dark protoss units use model swap, yes, but some of the buildings (Templar Archives, Pylon, Dark Shrine, Fleet Beacon etc etc) have no separate dark models and use texture swaps.
I want to use more than 1 planet texture from this planet pack: http://www.sc2mapster.com/assets/planet-package/ but the pack has only one model.
I tried to rename the textures names by opening the model as text document, but that doesnt worked out. So I guess somebody have to open the model with 3dsmax and rename the texture links.
(I only want the 002 009 036 066 024 072 planets to have model.)
You can rename the texture, as long as the file name length stays the same (for example, renaming "white.dds" to "white2.dds" does not work, but "whit2.dds" does)
lol me stupid didnt thought about that.D
anyway its still not working.
for me it is ^^
@Kueken531: Go hmm I figured out I cant save it right after opening. what do you use to open it?
Notepad+ +
Thx very much! with Notepad+ + it works.
For future reference, hex editing it would work too, and yes I'd stay away from adding new characters to the texture name string. white.dds to whit2.dds instead of white2.dds.
I'm sorry I couldn't reply to your comments in the package and came in so late but I've posted more in the package asset. Should a future update include several models for each texture? This seems to be a common issue since you and three other people have asked the same thing.
@xcorbo: Go
Somehow actors are able to switch textures, see some dark protoss building actors for reference (templar archives actor -> events -> the actor events when dark protoss upgrade is researched cause a texture swap or something). I have no idea how to get this to work, maybe that would be nice for your package, though.
@Kueken531: Go
I do remember that was model swap, not texture swap, there is an entirely new model for dark protoss.
yeah that must be model swap.
@xcorbo: Go hex editing it is pretty easy, I dont think it needs more model.
Look at the Templar Archives actor. Its definitely texture swap. Most dark protoss units use model swap, yes, but some of the buildings (Templar Archives, Pylon, Dark Shrine, Fleet Beacon etc etc) have no separate dark models and use texture swaps.