So, i followed the tutorial in DSG's signature, and ive repeated the tutorial multiple times and get this
[11/21/2011 8:45:55 PM] Warning: [ 1c4 17] CActorUnit[MULE2] MuleWired Assets\Units\Terran\MULE\MULE.m3; Could not find texture with id MULE_Emissive2 and expression <None>.
it doesnt work in-game.. anyone know why/what this error code?
Your texture declarations in the model object are incorrect. Check the mule's texture names in the previewer, and use the appropriate prefix and expression. Quick guess, from what you just said, expression might be "_emissive" and prefix "MULE_".
Your texture declarations in the model object are incorrect. Check the mule's texture names in the previewer, and use the appropriate prefix and expression. Quick guess, from what you just said, expression might be "_emissive" and prefix "MULE_".
... sc2 loading slow...
e/ ok gdamn srsly sc2 takin way too long to load
e again/ oh yeah i forgot to (wow it finally popped up) mention that it also gave me the same error when i did it with the zealots
The 2 at the end tends to hint that you are duping more than you should.
naa, look for yourself bro. there is only 2, theres no plain
last e/ k i cant figure out how to fix. By adding the prefix MULE_, i no longer get the error message but the texture doesn't work
last last e/ k im done with this, if anyone wants to try to get mule to work bmg
also, completely unrelevant issue, but im trying to get creep tumors to be unseen but whatever i do i can still see them, kill them, click them, etc. even though i make them cloaked, buried, invulnerable, immune to damage, etc...
Prefix is purely for human users. The game uses the ID. Just check in the previewer what actual textures the model uses. P.S. duping is known to cause several issues with actors.
Prefix is purely for human users. The game uses the ID. Just check in the previewer what actual textures the model uses. P.S. duping is known to cause several issues with actors.
It is Mule_Emissive2 (not MULE), and as far as I know, capitalization matters.
Also, about the loading, you can actually swap textures and make it visible in the editor, just not swap it at actor creation, but for example after a 0 timer.
And the loading time just depends on your map. If you use an empty testmap for these kind of problems, it will load much faster.
It is Mule_Emissive2 (not MULE), and as far as I know, capitalization matters.
Also, about the loading, you can actually swap textures and make it visible in the editor, just not swap it at actor creation, but for example after a 0 timer.
And the loading time just depends on your map. If you use an empty testmap for these kind of problems, it will load much faster.
Uhm.. ill test w/o caps
e/ didnt work. Heres all the things i believe i changed. Anything wrong / any extra fields i missed?
Model : Texture Declarations : Adaptations
slot = main
Trigger On Substring : Emissive2
Prefix : Mule_
Sounds okay, not sure whats the problem here. However, there are some issues with the method, you should be aware of:
You cannot use the same texture file for multiple texture objects. So if you try to apply the same texture to another unit, make them use the same texture object
(this is a little hard to explain:) If you use a texture object with a different slot as the slot you specified for the texture you want to swap and an id, which matches a texture, which is used for this unit, it might replace the original slot with the slot from the other texture instead.
If none of the above is the problem, try to remove the prefix and just enter the entire file name of the texture in the substring field.
Swapping the texture works flawlessly for me, btw.
(this is a little hard to explain:) If you use a texture object with a different slot as the slot you specified for the texture you want to swap and an id, which matches a texture, which is used for this unit, it might replace the original slot with the slot from the other texture instead.
lolwut
anyway, im in a game right now but when i get a chance ill try to test your map
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So, i followed the tutorial in DSG's signature, and ive repeated the tutorial multiple times and get this
[11/21/2011 8:45:55 PM] Warning: [ 1c4 17] CActorUnit[MULE2] MuleWired Assets\Units\Terran\MULE\MULE.m3; Could not find texture with id MULE_Emissive2 and expression <None>.
it doesnt work in-game.. anyone know why/what this error code?
Your texture declarations in the model object are incorrect. Check the mule's texture names in the previewer, and use the appropriate prefix and expression. Quick guess, from what you just said, expression might be "_emissive" and prefix "MULE_".
The 2 at the end tends to hint that you are duping more than you should.
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
... sc2 loading slow...
e/ ok gdamn srsly sc2 takin way too long to load
e again/ oh yeah i forgot to (wow it finally popped up) mention that it also gave me the same error when i did it with the zealots
naa, look for yourself bro. there is only 2, theres no plain last e/ k i cant figure out how to fix. By adding the prefix MULE_, i no longer get the error message but the texture doesn't work
last last e/ k im done with this, if anyone wants to try to get mule to work bmg
also, completely unrelevant issue, but im trying to get creep tumors to be unseen but whatever i do i can still see them, kill them, click them, etc. even though i make them cloaked, buried, invulnerable, immune to damage, etc...
Prefix is purely for human users. The game uses the ID. Just check in the previewer what actual textures the model uses. P.S. duping is known to cause several issues with actors.
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
I did, and its MULE_Emissive2...
@illidans911: Go
It is Mule_Emissive2 (not MULE), and as far as I know, capitalization matters.
Also, about the loading, you can actually swap textures and make it visible in the editor, just not swap it at actor creation, but for example after a 0 timer.
And the loading time just depends on your map. If you use an empty testmap for these kind of problems, it will load much faster.
Uhm.. ill test w/o caps
e/ didnt work. Heres all the things i believe i changed. Anything wrong / any extra fields i missed?
Model : Texture Declarations : Adaptations
slot = main Trigger On Substring : Emissive2 Prefix : Mule_
Textures : Texture named Mule_Emissive2
Prefix : Mule_ Slot : main.emissive
Actors : MULE : Events
ActorCreation TextureSelectByID Mule_Emissive2
Sounds okay, not sure whats the problem here. However, there are some issues with the method, you should be aware of:
If none of the above is the problem, try to remove the prefix and just enter the entire file name of the texture in the substring field.
Swapping the texture works flawlessly for me, btw.
lolwut
anyway, im in a game right now but when i get a chance ill try to test your map