Hello, I am trying to make a Tal'darim styled map and now I'm working on the units data. I am added the WoL version of the "Planet Cracker" ability to the SOA Mothership, but when I activate it it is blue. So I went to the actor events and added a Set Tint Color event to red. It didn't turn out as good as I thought though... Here's a screenshot:
You can see the blue light in the area near the mothership, also without the tint the ability won't let you see the terrain like this:
So is there a possible way of only changing the blue color to red but keep the white + the particles?
Here is the map:
The unit in question: SOA Mothership v4. Actor: Mothership Aiur 06 Planet Cracker Beam.
Use texture swap. Most textures can be easily swapped to one of their rainbow coloured counterparts. Built in lighting though can only be changed by the Set Tint Color (or in some rare cases Set Team Color) method like you tried. I advise a combination of both methods in those cases.
get to the model, find the texture that is being used, export it, open it with gimp, recolour all blue parts to red, import it again, now either overwrite the original file or do a texture swap.
Most textures can be easily swapped to one of their rainbow coloured counterparts. Built in lighting though can only be changed by the Set Tint Color (or in some rare cases Set Team Color) method like you tried. I advise a combination of both methods in those cases.
Tried both Set Tint Color and Set Team Color and neither changed the lighting... What do you mean rainbow colored counterparts? I'm new to the data editor...
All those beams use textures and stuff, the dds files. So basically if the beam is using a blue colored texture, just replace it with the red version using either texture select bi id method, or by overwriting the dds texture
Thanks a lot! Which of these methods should I use to import the textures? http:www.galaxywiki.net/Custom_Unit_Textures
Also as far as I know, .m3 files are models and .dds files are uncompressed images - textures. So should I import the textures only or the model as well? I'm not entirely sure how .m3 files work but do they contain the textures in Textures/ folder?
Import the dds files to "Assets/Textures/" and use the. M3 model fill it has all of the changes you need and it requires the provided textures to work. The. M3 has also has changes that the data editor couldn't do
Import the dds files to "Assets/Textures/" and use the. M3 model fill it has all of the changes you need and it requires the provided textures to work. The. M3 has also has changes that the data editor couldn't do
So I imported the model like you said and it worked... However I messed up a little on the first try and I'm trying to remove the old textures:
I think if you remove all the files in that folder, the folder itself will dissapear
If that doesnt work, you can save your map as sc2components, which will save it as an unpacked folder, and then you go there and remove the folder itself.
I think if you remove all the files in that folder, the folder itself will dissapear
If that doesnt work, you can save your map as sc2components, which will save it as an unpacked folder, and then you go there and remove the folder itself.
Yeah, it got automatically removed... Thanks a lot for the model & textures @herdal8!
Many beam textures have alternate colour ones that are unused in the editor. Often they cover the whole rainbow of colour choices. You can browse them under the Textures tab of the data editor.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hello, I am trying to make a Tal'darim styled map and now I'm working on the units data. I am added the WoL version of the "Planet Cracker" ability to the SOA Mothership, but when I activate it it is blue. So I went to the actor events and added a Set Tint Color event to red. It didn't turn out as good as I thought though... Here's a screenshot:
You can see the blue light in the area near the mothership, also without the tint the ability won't let you see the terrain like this:
So is there a possible way of only changing the blue color to red but keep the white + the particles?
Here is the map:
The unit in question: SOA Mothership v4. Actor: Mothership Aiur 06 Planet Cracker Beam.
Use texture swap. Most textures can be easily swapped to one of their rainbow coloured counterparts. Built in lighting though can only be changed by the Set Tint Color (or in some rare cases Set Team Color) method like you tried. I advise a combination of both methods in those cases.
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
get to the model, find the texture that is being used, export it, open it with gimp, recolour all blue parts to red, import it again, now either overwrite the original file or do a texture swap.
Tried both Set Tint Color and Set Team Color and neither changed the lighting... What do you mean rainbow colored counterparts? I'm new to the data editor...
All those beams use textures and stuff, the dds files. So basically if the beam is using a blue colored texture, just replace it with the red version using either texture select bi id method, or by overwriting the dds texture
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!
here you go
Taldarim planet cracker beam
Thanks a lot! Which of these methods should I use to import the textures? http:www.galaxywiki.net/Custom_Unit_Textures Also as far as I know, .m3 files are models and .dds files are uncompressed images - textures. So should I import the textures only or the model as well? I'm not entirely sure how .m3 files work but do they contain the textures in Textures/ folder?
Import the dds files to "Assets/Textures/" and use the. M3 model fill it has all of the changes you need and it requires the provided textures to work. The. M3 has also has changes that the data editor couldn't do
So I imported the model like you said and it worked... However I messed up a little on the first try and I'm trying to remove the old textures:
http://i.imgur.com/Sgog5wX.png
How do I remove the "Textures" folder that is not inside the "Assets" folder?
I think if you remove all the files in that folder, the folder itself will dissapear
If that doesnt work, you can save your map as sc2components, which will save it as an unpacked folder, and then you go there and remove the folder itself.
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!
Yeah, it got automatically removed... Thanks a lot for the model & textures @herdal8!
@poweruserSC2: Go
Many beam textures have alternate colour ones that are unused in the editor. Often they cover the whole rainbow of colour choices. You can browse them under the Textures tab of the data editor.
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