There are a number of doodads that have different textures applied to them based on what appears to be the map tile texture set. They have a base texture map and then 4 additional maps (Bel'Shir, Monlyth, Shakuras, and Zhakul'Das, with the Bel'Shir map the same as the base). There is a set of these for both diffuse and emissive. For example, Temple Stone Inlay (the one I'm trying to work with):
templestoneinlay_diffuse.dds
templestoneinlay_diffuse_belshir.dds
(snip 3: monlyth, shakuras, zhakuldas)
templestoneinlay_emissive.dds
templestoneinlay_emissive_belshir.dds
(snip 3)
templestoneinlay_normal.dds
templestoneinlay_specular.dds
Browsing through those textures and comparing with what you get in game, it seems pretty clear that these textures are mapped onto the Temple Stone Inlay model (which is just a black outline) based on the tile set. If I put it on a Zhakul'Das tileset, I get one with green runes; on Shakuras, orange; purple on Monlyth; and blue on the rest.
On the Temple Stone Inlay doodad actor, there's a Texture Sets property where those 4 tile sets are listed. On the model type, there's a Texture Declarations property that seems to only specify the texture slot of "main" and the prefix of TempleStoneInlay_. It seems to me that this must interact with the tile set (i.e. prefix templestoneinlay_ [diffuse | emissive]_[tileset].dds), but so far I can't figure out how to make this work for my goal.
What I'd like to be able to do is create Temple Stone Inlays of any of the 4 colors on a single map. Changing the Texture Sets property on the actor seems to do nothing (I was hoping I could just create a new actor that would select only a single texture set). I've tried playing with the Texture Declarations property on the model (mostly various combinations with the Properties Add/Remove/Set fields), but no real luck yet. Changing those properties gets me there in a way because it seems to cause the engine to treat my modified stuff as invalid and it falls back to the default blue color.
Anyone had any luck with this or have any good ideas?
There are a number of doodads that have different textures applied to them based on what appears to be the map tile texture set. They have a base texture map and then 4 additional maps (Bel'Shir, Monlyth, Shakuras, and Zhakul'Das, with the Bel'Shir map the same as the base). There is a set of these for both diffuse and emissive. For example, Temple Stone Inlay (the one I'm trying to work with):
Browsing through those textures and comparing with what you get in game, it seems pretty clear that these textures are mapped onto the Temple Stone Inlay model (which is just a black outline) based on the tile set. If I put it on a Zhakul'Das tileset, I get one with green runes; on Shakuras, orange; purple on Monlyth; and blue on the rest.
On the Temple Stone Inlay doodad actor, there's a Texture Sets property where those 4 tile sets are listed. On the model type, there's a Texture Declarations property that seems to only specify the texture slot of "main" and the prefix of TempleStoneInlay_. It seems to me that this must interact with the tile set (i.e. prefix templestoneinlay_ [diffuse | emissive]_[tileset].dds), but so far I can't figure out how to make this work for my goal.
What I'd like to be able to do is create Temple Stone Inlays of any of the 4 colors on a single map. Changing the Texture Sets property on the actor seems to do nothing (I was hoping I could just create a new actor that would select only a single texture set). I've tried playing with the Texture Declarations property on the model (mostly various combinations with the Properties Add/Remove/Set fields), but no real luck yet. Changing those properties gets me there in a way because it seems to cause the engine to treat my modified stuff as invalid and it falls back to the default blue color.
Anyone had any luck with this or have any good ideas?