First identify the actor responsible for the explosion, in this case it is the Baneling Death model created by the UnitDeathModel actor referenced in the Combat - Death Actor Model on the baneling unit. You then have two options for altering the colour, the first is the Set Tint Color event and the Texture Select By Id event.
Make a copy of the UnitDeathModel actor and in the events add your colour/texture altering event and then link the actor to your unit.
Look at my signature for a link to the tutorial on the one event.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Let's say I want a custom baneling with a red splash instead of a green one. I have two options:
1. Set Tint Color
2. Texture Select by Id
Let's say I take the first way, I copy the UnitDeathModel actor and change the Set Tint Color event to make it red instead of white. I then link the new baneling's actor's Combat - Death Actor Model to the new UnitDeathModel. I tried this, but by just modifying the original UnitDeathModel, no apparent change.
If I gave it a custom death model, how would I tint it? Event in the Baneling actor? Which event should I use in that case? "Destroy" and then message: "Set tint color"?
I'd probably try by editing the tint via events. But if you dont end up finding a color you like, maybe try texture select by id but I'd think doing it by simply changing the tint would be easier, only problem I see is finding a color that doesn't seem to cartoonish or unrealistic.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
As the title states, how would I go about doing this?
First identify the actor responsible for the explosion, in this case it is the Baneling Death model created by the UnitDeathModel actor referenced in the Combat - Death Actor Model on the baneling unit. You then have two options for altering the colour, the first is the Set Tint Color event and the Texture Select By Id event.
Make a copy of the UnitDeathModel actor and in the events add your colour/texture altering event and then link the actor to your unit.
Look at my signature for a link to the tutorial on the one event.
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
Let's say I want a custom baneling with a red splash instead of a green one. I have two options:
1. Set Tint Color
2. Texture Select by Id
Let's say I take the first way, I copy the UnitDeathModel actor and change the Set Tint Color event to make it red instead of white. I then link the new baneling's actor's Combat - Death Actor Model to the new UnitDeathModel. I tried this, but by just modifying the original UnitDeathModel, no apparent change.
Always plan b which is create a custom model on death that is tinted.
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 I gave it a custom death model, how would I tint it? Event in the Baneling actor? Which event should I use in that case? "Destroy" and then message: "Set tint color"?
I'd probably try by editing the tint via events. But if you dont end up finding a color you like, maybe try texture select by id but I'd think doing it by simply changing the tint would be easier, only problem I see is finding a color that doesn't seem to cartoonish or unrealistic.