[11/1/2011 8:47:39 AM] Warning: [ 5 7] CActorUnit[Roach] Roach Assets\Units\Zerg\Roach\Roach.m3; Could not find texture with id Roach_Diffuse and expression <None>.
i created a texture object with selected file and slot "main.diffuse" (name: "Roach_Diffuse").
next step was creating texture declaration in Roach model:
added texture declaration
added adaption
set adaption's slot to "main"
set adaption's Trigger On Substring to "Diffuse"
set texture declaration's Prefix to "Roach"
next, i modified roach actor:
actor creation
TextureSelectById Roach_Diffuse
i tried even changing the name of the texture, but the error still shows up.
You checked if it works ingame? If you have not saved the map there is often a pointless error message which has no impact ingame. Try adding a _ at the end of the prefix and at the beginning of the trigger on substring.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Setting the ID of the texture object to the same name as the texture file you want to replace can cause some strange bugs. I recommend renaming the texture. Note, that this breaks the link for the actor message, you will need to re-select it.
If it still doesn't work, set the slot in the adaption to the full main.diffuse and the Trigger On Substring to Roach_Diffuse.dds while deleting the prefix.
i don't know how did i make the error stop showing, but now it doesn't pop up.
the second problem is: i try to switch High Templar texture (Diffuse). id doesn't produce error, but it is not switched when i want to.
i tested switching emissive texture on Dark High Templar model. it works as i have thought it will be (it creates a player-colored glow), but on that model, Diffuse texture switch doesn't work either.
Diffuse switch for that model works, but I have read some reports, that you cannot switch it to the Dark Templar Diffuse. Will look into this.
€ cannot confirm this. I was able to swap to the dark high templar diffuse texture without any problems.
Do you use the correct texture name? The texture is called Templar_Diffuse.dds
Also, there are some emissives, which do not make the whole unit glow. Try the medic emissive or some of the other protoss unit's emissives. You can also check the testmap to quickly cycle many possible combinations.
That is probably because two different textures cannot use the same texture file. It then boils down to the same probelm as the not using the same texture for the diffuse and specular texture. As the Dark Templar texures are already used by the campaign to do texture swaps you find the textures in the Textures data type already exist.
That is probably because two different textures cannot use the same texture file. It then boils down to the same probelm as the not using the same texture for the diffuse and specular texture. As the Dark Templar texures are already used by the campaign to do texture swaps you find the textures in the Textures data type already exist.
They aren't used in the campaign. Dark Protoss upgrade swaps models for most units, only some buildings swap textures. Dark Templar or Dark High Templar textures are not used by campaign texture objects.
i'm sure i name textures properly, but i still can't switch Dark High Templar and High Templar diffuse textures. i use exported and modified Dark High Templar diffuse texture to do that - i exported it, changed some colors and imported it.
next - emissive textures and glow: i've been encountering that problem some time ago, when i've been editing models by hex editor (file name changes). the problem was the same - the glow was present too.
i'm sure i name textures properly, but i still can't switch Dark High Templar and High Templar diffuse textures. i use exported and modified Dark High Templar diffuse texture to do that - i exported it, changed some colors and imported it.
Imported textures work just fine for me, as well. Do you mind attaching a small test map showing your problem?
Quote:
next - emissive textures and glow: i've been encountering that problem some time ago, when i've been editing models by hex editor (file name changes). the problem was the same - the glow was present too.
This is caused by different settings used for the textures. If you look at the model in the previewer and open the relevant material folders for the High Templar, you will see a setting called Emissive Blend Type. For the High Templar, this is set to Team Color Emissive Add, which causes the glow. For other models, like the Marine for example, this is set to Blend.
The difference is, that Blend expects the texture to be fully transparent except the parts, which should glow, while Team Color Emissive Add needs non-glowing parts to be non-transparent and glows in team color for everything transparent. Think of it as if the blend textures are applied on top of the model, while for team color emissive add, a layer of glowing team colr is added first and then the emissive texture is put on top of that.
i've done some research, and found out, that i need to modify texture declaration.
it needs to be something like:
texture declaration's Prefix: templar_ (small letters and underscore at the end)
adaption's Trigger On Substring option: _Diffuse (underscore at the beginning, one big letter at text beginning)
now it works fine.
What did you use before? Also Templar_ with capital T works for me, as well.
Also, something that works for every texture is skipping the prefix completely and typing out the entire texture name in the Trigger On Substring field, like this:
Prefix: (just leave it empty)
Substring: Templar_Diffuse.dds
emissive - is there any possibility to set Emissive Blend Type to "Blend" without using 3DsMax (i think there's a plugin to that soft)?
None that I know of. Also, I doubt, it is possible even with 3ds for the high templar, because the current exporter cannot handle particle effects which the dreads of the templar uses. So even if you can change the blend type, you will probably lose the dreads (until Blizzard finally releases their art tools).
However, you could try to modify the desired emissive texture accordingly. Which emissive texture do you want to apply?
hmm... i don't know what is wrong, but now, Templar_ works for me too. anyway, that problem is solved.
i dont want to apply emissive texture now, because my mod still needs some work in other Data sections. i needed only the templar texture to be different for new templar unit - in this mod it probably will be possible to encounter regular templar and 2 others.
Does anyone know by any chance where I can find the proper "prefix" any model has?
I'm currently trying to alter Nova's texture (the HOTS one) but the model name says its "NovaEx1.m3"
But using that as prefix doesn't work
I'm lost
i followed the steps described in: http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/ but i still receive error message while trying to place modified unit. the message:
[11/1/2011 8:47:39 AM] Warning: [ 5 7] CActorUnit[Roach] Roach Assets\Units\Zerg\Roach\Roach.m3; Could not find texture with id Roach_Diffuse and expression <None>.
i created a texture object with selected file and slot "main.diffuse" (name: "Roach_Diffuse"). next step was creating texture declaration in Roach model:
next, i modified roach actor:
i tried even changing the name of the texture, but the error still shows up.
any ideas how to fix that?
You checked if it works ingame? If you have not saved the map there is often a pointless error message which has no impact ingame. Try adding a _ at the end of the prefix and at the beginning of the trigger on substring.
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
Setting the ID of the texture object to the same name as the texture file you want to replace can cause some strange bugs. I recommend renaming the texture. Note, that this breaks the link for the actor message, you will need to re-select it.
If it still doesn't work, set the slot in the adaption to the full main.diffuse and the Trigger On Substring to Roach_Diffuse.dds while deleting the prefix.
none of these options work :/ i dont know what i am doing wrong...
i don't know how did i make the error stop showing, but now it doesn't pop up.
the second problem is: i try to switch High Templar texture (Diffuse). id doesn't produce error, but it is not switched when i want to. i tested switching emissive texture on Dark High Templar model. it works as i have thought it will be (it creates a player-colored glow), but on that model, Diffuse texture switch doesn't work either.
Can you get that event to work on any model?
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
if you mean "does it work on other models like Roach", then, yes. i set the event on roach and it changed the texture to what i wanted.
Diffuse switch for that model works, but I have read some reports, that you cannot switch it to the Dark Templar Diffuse. Will look into this.
€ cannot confirm this. I was able to swap to the dark high templar diffuse texture without any problems.
Do you use the correct texture name? The texture is called Templar_Diffuse.dds
Also, there are some emissives, which do not make the whole unit glow. Try the medic emissive or some of the other protoss unit's emissives. You can also check the testmap to quickly cycle many possible combinations.
That is probably because two different textures cannot use the same texture file. It then boils down to the same probelm as the not using the same texture for the diffuse and specular texture. As the Dark Templar texures are already used by the campaign to do texture swaps you find the textures in the Textures data type already exist.
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
They aren't used in the campaign. Dark Protoss upgrade swaps models for most units, only some buildings swap textures. Dark Templar or Dark High Templar textures are not used by campaign texture objects.
i'm sure i name textures properly, but i still can't switch Dark High Templar and High Templar diffuse textures. i use exported and modified Dark High Templar diffuse texture to do that - i exported it, changed some colors and imported it. next - emissive textures and glow: i've been encountering that problem some time ago, when i've been editing models by hex editor (file name changes). the problem was the same - the glow was present too.
Imported textures work just fine for me, as well. Do you mind attaching a small test map showing your problem?
This is caused by different settings used for the textures. If you look at the model in the previewer and open the relevant material folders for the High Templar, you will see a setting called Emissive Blend Type. For the High Templar, this is set to Team Color Emissive Add, which causes the glow. For other models, like the Marine for example, this is set to Blend.
The difference is, that Blend expects the texture to be fully transparent except the parts, which should glow, while Team Color Emissive Add needs non-glowing parts to be non-transparent and glows in team color for everything transparent. Think of it as if the blend textures are applied on top of the model, while for team color emissive add, a layer of glowing team colr is added first and then the emissive texture is put on top of that.
i've done some research, and found out, that i need to modify texture declaration.
it needs to be something like:
now it works fine.
emissive - is there any possibility to set Emissive Blend Type to "Blend" without using 3DsMax (i think there's a plugin to that soft)?
What did you use before? Also Templar_ with capital T works for me, as well.
Also, something that works for every texture is skipping the prefix completely and typing out the entire texture name in the Trigger On Substring field, like this:
Prefix: (just leave it empty)
Substring: Templar_Diffuse.dds
None that I know of. Also, I doubt, it is possible even with 3ds for the high templar, because the current exporter cannot handle particle effects which the dreads of the templar uses. So even if you can change the blend type, you will probably lose the dreads (until Blizzard finally releases their art tools).
However, you could try to modify the desired emissive texture accordingly. Which emissive texture do you want to apply?
hmm... i don't know what is wrong, but now, Templar_ works for me too. anyway, that problem is solved. i dont want to apply emissive texture now, because my mod still needs some work in other Data sections. i needed only the templar texture to be different for new templar unit - in this mod it probably will be possible to encounter regular templar and 2 others.
3DMax wise there will be a plugin released with HOTS.
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
Does anyone know by any chance where I can find the proper "prefix" any model has? I'm currently trying to alter Nova's texture (the HOTS one) but the model name says its "NovaEx1.m3" But using that as prefix doesn't work I'm lost
Custom Campaign Initiative
Find t texture names under the cutscene editor.
Don't add the dot and stuff after it and just use the whole name for both. You are trying to name it after the model file not the texture file.
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