As the title says, I'm trying to retexture Ma'lash in order to use him in a custom map I'm working on. Retexturing the main body is not a problem and just following this tutorial, like you would for any other unit, does the trick. And after replacing the malash_diffuse and malash_emissive textures, the result is something like this:
Now, the problem I'm having is replacing the textures of all his glowing red parts - the shoulder orbs, the back orb and other residual red glow effects. I have found the default textures that are used for some of it, like the shoulder orb lightning effects, but I haven't been able to replace them with matching blue textures.
From what I've learned the malash.m3 model has a main and a decal slot - the main slot is used for what I managed to successfully retexture and the decal slot doesn't seem to really affect anything. Tried all other slots listed in the tutorial I linked, but always got a "no mapping for slot..." error in the game. So, has anyone else attempted to retexture this model, particularly these red parts? Have you succeeded and if so, how?
Thanks in advance for any help you can give me. :)
Ma'lash doesn't have team color unfortunately, so changing it through the actor or triggers has no effect. Tinting has an effect, but I'm not sure I can get the results I want (golden armor and blue crystals, shoulder lightning and lights) by using that. Not easily in any case.
@igyman: Go No, you can download Blender for free in case you don't have 3dsmax, and get the plugin for it. As far as I know Art Tools does not have an import function, you need another third-party plugin in order to import models to 3dsmax.
If what you want is just to swap the textures and light/particle effects, you could just use PrintIn m3 addon for Blender. You just have to convert the model to .xml via the .py file and edit it with any text editor, I use Notepad. Just search for "Assets" and "color" to find any asset related stuff and particle system/lightning colors and swap it to what you want. You can simply use any hex coloring tool for viewing the color you want to place, I use colorhexa.com. When you've done the editing you want to, just revert the .xml to .m3 via the other .py and it's done. EDIT: Don't know how to get ridf of this greenish color text -.-
It's the method I use anytime I want to retexture a model. But it has some cons; flo has to update it for several Heroes/Void models (Storm Artanis, for example) as it's not working. I'd do it by myself if I knew how to -.-
While we're on the subject - I know the alpha channel is generally used in SC2 for team color, but I've read in several threads that it can also be used for transparency, but that the m3 model needs to be set in terms of how to use the alpha channel. My question is: can this change be made in the XML after converting the model through the python script and where exactly (if you know)?
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As the title says, I'm trying to retexture Ma'lash in order to use him in a custom map I'm working on. Retexturing the main body is not a problem and just following this tutorial, like you would for any other unit, does the trick. And after replacing the malash_diffuse and malash_emissive textures, the result is something like this:
Now, the problem I'm having is replacing the textures of all his glowing red parts - the shoulder orbs, the back orb and other residual red glow effects. I have found the default textures that are used for some of it, like the shoulder orb lightning effects, but I haven't been able to replace them with matching blue textures.
From what I've learned the malash.m3 model has a main and a decal slot - the main slot is used for what I managed to successfully retexture and the decal slot doesn't seem to really affect anything. Tried all other slots listed in the tutorial I linked, but always got a "no mapping for slot..." error in the game. So, has anyone else attempted to retexture this model, particularly these red parts? Have you succeeded and if so, how?
Thanks in advance for any help you can give me. :)
Lighting effects cannot be retextured. Also try the Change Team Colour actor action.
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
Ma'lash doesn't have team color unfortunately, so changing it through the actor or triggers has no effect. Tinting has an effect, but I'm not sure I can get the results I want (golden armor and blue crystals, shoulder lightning and lights) by using that. Not easily in any case.
Editing the model to point to custom textures would work.
I would need 3dsMax + SC2 Art Tools to do that, right?
@igyman: Go No, you can download Blender for free in case you don't have 3dsmax, and get the plugin for it. As far as I know Art Tools does not have an import function, you need another third-party plugin in order to import models to 3dsmax.
@igyman: Go
If what you want is just to swap the textures and light/particle effects, you could just use PrintIn m3 addon for Blender. You just have to convert the model to .xml via the .py file and edit it with any text editor, I use Notepad. Just search for "Assets" and "color" to find any asset related stuff and particle system/lightning colors and swap it to what you want. You can simply use any hex coloring tool for viewing the color you want to place, I use colorhexa.com. When you've done the editing you want to, just revert the .xml to .m3 via the other .py and it's done.
EDIT: Don't know how to get ridf of this greenish color text -.-
Thanks for the help guys!
@TheSC2Maniac: Go
The python script conversion and XML editing worked like a charm. Here's the result:
This will actually make reskinning existing models a lot simpler for me, so a huge thanks for that as well. :)
@TheSC2Maniac: Go
What?????? I'm saving this for later!!
@igyman: Go
@ThePhail: Go
It's the method I use anytime I want to retexture a model. But it has some cons; flo has to update it for several Heroes/Void models (Storm Artanis, for example) as it's not working. I'd do it by myself if I knew how to -.-
@TheSC2Maniac: Go
While we're on the subject - I know the alpha channel is generally used in SC2 for team color, but I've read in several threads that it can also be used for transparency, but that the m3 model needs to be set in terms of how to use the alpha channel. My question is: can this change be made in the XML after converting the model through the python script and where exactly (if you know)?