I have two different models on one unit spawned, but I can't make this models swapped like Dark Templars' different models. I just only know there's model variation count on models tab..
What I'm trying to make is
If a Unit has spawned, it has fifty-fifty chance swapped with different model.
Do I make this actor event on a Unit's actor? or it's model's?
And the other problem I have now is that DarkTemplar's models are named with suffix? _00 and _01, I guess this might be related on swapping the model.. Do I need to get the model named with those suffixes before swapping models?
When it comes to models with variations they are in a common file path with numbers at the end as a suffix. Models that under the Models data type use the Art: Variation Count field merely refer to the file path without the specific numerical suffix under the Art: Model field (can be done in XML mode). An example being the Agria Tree model.
If you want to have two models from different model paths (eg. a zealot and a dark zealot) as variants you need to do like the method I mentioned. You also need to make new models under the Models data type that only uses a single variant.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Oh, so it's a same kind of models that just has different shapes and etc..
I couldn't get your word in my head..Sorry It's a bit hard to translate words related on the other languages data. Is that what I need to do is to make new model (field?table?) on the model tab one by one to separate Zealot and Dark Zealot?
This is what I've done on the Unit Actor:
ActorCreation
-PassChance 50.000000
-ModelSwap ZealotA
ActorCreation
-PassChance 50.000000
-ModelSwap ZealotB
This doesn't work, is there anything I've missed in this method?
its quite easy actually, only the wording is confusing:
Prerequisites:
1. your model assets must be named in numeric sequence using this format. modelA_00.m3 modelA_01.m3 modelA_02.m3 (3 variation using "modelA" as a sample name)
2. you can use any models you want, but you must export, rename and re-import them again with this naming format.
In Model Tab:
1. choose modelA_00.m3 as your model.
2. press ctrl-D to enter raw data view
3. delete the _00.m3 suffix within the model field; resulting in model name: modelA.m3
4. change the variation count field to 3. note: 00, 01, 02 is a 3 count.
Go to Actor Tab, in Actor Events:
1. make any actor event of your choice, with the action: model swap
2. in the model swap field, choose your model object.
3. set the variation count sub field to 3.
note: the information in the variation count sub field says that it will choose 'that' specific model variation. However, in my testing, i have noticed that field represents the max variation count that is 'randomly' chosen out of the max variation count. *if anyone disagrees, then please tell what is going on-
You cannot delete a Blizzard asset. No, you do not delete old models. You simply export, rename and then import the newly named model; it will be considered a separate model that is unrelated to the original.
You do not need to export/re-import models that already have the name sequence, just use what already exists. ie: darktemplar_00.m3 and darktemplar_01.m3 already exist. Look at how blizzard swaps that model; you are using the same method.
I have two different models on one unit spawned, but I can't make this models swapped like Dark Templars' different models. I just only know there's model variation count on models tab..
What I'm trying to make is
If a Unit has spawned, it has fifty-fifty chance swapped with different model.
Use an Actor Creation event with a Pass Chance term set to 50 and a Model Swap action.
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
@DrSuperEvil: Go
Do I make this actor event on a Unit's actor? or it's model's?
And the other problem I have now is that DarkTemplar's models are named with suffix? _00 and _01, I guess this might be related on swapping the model.. Do I need to get the model named with those suffixes before swapping models?
If so, where can I change the name of the models?
On the Unit actor.
When it comes to models with variations they are in a common file path with numbers at the end as a suffix. Models that under the Models data type use the Art: Variation Count field merely refer to the file path without the specific numerical suffix under the Art: Model field (can be done in XML mode). An example being the Agria Tree model.
If you want to have two models from different model paths (eg. a zealot and a dark zealot) as variants you need to do like the method I mentioned. You also need to make new models under the Models data type that only uses a single variant.
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
@DrSuperEvil: Go
Oh, so it's a same kind of models that just has different shapes and etc..
I couldn't get your word in my head..Sorry It's a bit hard to translate words related on the other languages data. Is that what I need to do is to make new model (field?table?) on the model tab one by one to separate Zealot and Dark Zealot?
This is what I've done on the Unit Actor:
ActorCreation
-PassChance 50.000000
-ModelSwap ZealotA
ActorCreation
-PassChance 50.000000
-ModelSwap ZealotB
This doesn't work, is there anything I've missed in this method?
It should be working. Just to make sure try model swaping to the default marine or ultralisk using models.
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
@PriMan05: Go
its quite easy actually, only the wording is confusing:
Prerequisites:
1. your model assets must be named in numeric sequence using this format. modelA_00.m3 modelA_01.m3 modelA_02.m3 (3 variation using "modelA" as a sample name)
2. you can use any models you want, but you must export, rename and re-import them again with this naming format.
In Model Tab:
1. choose modelA_00.m3 as your model.
2. press ctrl-D to enter raw data view
3. delete the _00.m3 suffix within the model field; resulting in model name: modelA.m3
4. change the variation count field to 3. note: 00, 01, 02 is a 3 count.
Go to Actor Tab, in Actor Events:
1. make any actor event of your choice, with the action: model swap
2. in the model swap field, choose your model object.
3. set the variation count sub field to 3.
note: the information in the variation count sub field says that it will choose 'that' specific model variation. However, in my testing, i have noticed that field represents the max variation count that is 'randomly' chosen out of the max variation count. *if anyone disagrees, then please tell what is going on-
@DrSuperEvil: Go
I'll try later about what you said, thanks.
@TerraAzure: Go
If I re-import the models with name editted, must I delete the old models in the import module?
@PriMan05: Go
You cannot delete a Blizzard asset. No, you do not delete old models. You simply export, rename and then import the newly named model; it will be considered a separate model that is unrelated to the original.
You do not need to export/re-import models that already have the name sequence, just use what already exists. ie: darktemplar_00.m3 and darktemplar_01.m3 already exist. Look at how blizzard swaps that model; you are using the same method.
@DrSuperEvil: Go
@TerraAzure: Go
You just pointed out what I needed and it helped a lot. Thanks.