Hey guys, I've been having some problems with the editor and I'm sure there has to be a someone with experience with it around here somewhere.
My problem:
The ingame critter Lyote has 2 texture variations; one is grey and the other brown. I've been trying to make seprate units out of these 2 textures for a while now. And I just can't figure out where these texture variations come from.
I 've token a look at the actor events and there they use the triggers SelectBySlot and SelectByMatch. Somehow this changed the textures of the units to grey? The Lyote model has 1 texture declaration, and I think this used to actually swap to the grey textures that are being refered to in the actor events
But with these half the Lyote are grey and half are brown. But removing these actor events all lyote become brown...
So the question; how do I make all the lyote grey?
I hope someone can take a moment of their time to help me with this. ( my brain has literally exploded, I've already tried 2 texture swapping tutorials, but those didn't work (either some wrong with me or my client xd ))
So I guess you can say I could use some guidance to fix this problem
If you followed the texture swap tutorials you're probably missing the part related to variations. Model variations are declared in model data, some units actually use different models (Dark Templar) while others use textures applied to the same model (Lyote, Goliath). If you want all Lyote to be grey, edit the model data or make a new entry that has no variations, if the standard lyote model is brown, use texture swap to change it to grey normally.
Followed the instructions to the letter, first on lyote : didn't work -> marines, didn't work -> hydralisk, didn 't work either.
There is either something wrong with me or my editor client.
Any chance blizzard patched this part of the data module?
Either way, my brain needs a break from this xD
I have declared the textures adaptions at the model tab like the tutorial told me to.
I added 1 texture declaration with 1 texture adaption:
slot main
trigger on substring _Diffuse
prefix Lyote_
The error text I get is:
Could not find source texture with slot none.
Hey guys, I've been having some problems with the editor and I'm sure there has to be a someone with experience with it around here somewhere.
My problem: The ingame critter Lyote has 2 texture variations; one is grey and the other brown. I've been trying to make seprate units out of these 2 textures for a while now. And I just can't figure out where these texture variations come from. I 've token a look at the actor events and there they use the triggers SelectBySlot and SelectByMatch. Somehow this changed the textures of the units to grey? The Lyote model has 1 texture declaration, and I think this used to actually swap to the grey textures that are being refered to in the actor events But with these half the Lyote are grey and half are brown. But removing these actor events all lyote become brown... So the question; how do I make all the lyote grey?
I hope someone can take a moment of their time to help me with this. ( my brain has literally exploded, I've already tried 2 texture swapping tutorials, but those didn't work (either some wrong with me or my client xd )) So I guess you can say I could use some guidance to fix this problem
If you followed the texture swap tutorials you're probably missing the part related to variations. Model variations are declared in model data, some units actually use different models (Dark Templar) while others use textures applied to the same model (Lyote, Goliath). If you want all Lyote to be grey, edit the model data or make a new entry that has no variations, if the standard lyote model is brown, use texture swap to change it to grey normally.
@SoulFilcher: Go Thanks for replying,
I've tried these tutorials (plus some other help posts on forums): http://www.galaxywiki.net/Custom_Unit_Textures http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/
Followed the instructions to the letter, first on lyote : didn't work -> marines, didn't work -> hydralisk, didn 't work either. There is either something wrong with me or my editor client.
Any chance blizzard patched this part of the data module? Either way, my brain needs a break from this xD
Have you checked the model data already?
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
I have declared the textures adaptions at the model tab like the tutorial told me to. I added 1 texture declaration with 1 texture adaption: slot main trigger on substring _Diffuse prefix Lyote_
The error text I get is: Could not find source texture with slot none.
Hold on..I found out why it didn't work...
I accidently seem to have added a condition to the actor event