You need to know the file path that was used in the model. It is usually Assets/Textures/ and that should be your first option. If you import it to your map and move it to that folder and it still doesn't work then you need to discover the correct file path. Open this custom model in the cutscene editor and check the model's data, inside the materials you can find the file paths used.
For the last 3 days, i try to figure out how to load my .dds texture files on my custom unit on battle.net.
With test map in the editor its fine cause it use the defaut import path lile C:/model/ctextures/shamantex.dds
But when i import the map on battle.net, the link no more working causw its in my disk drive.
Some one told me to open the .dds with notepad and chanhe the path. But it crash all the times.
Is there a easy way to change the texture path of my custom model so they can work on battle.net?
Egod
Did you make the model yourself in 3ds Max? In that case, you need to use the "commit" option when exporting to SC2, which will change the path for all your textures to the default "Assets/Textures".
Did you make the model yourself in 3ds Max? In that case, you need to use the "commit" option when exporting to SC2, which will change the path for all your textures to the default "Assets/Textures".
You have to import the textures your model uses into your map, using the folder structure "Assets/Textures".
Alright my texture are there in my map folder, but still, when importing the model, he think the texture are still in my computer files and not my map folder.
I think its a problem with my 3dsmax export path not sure
For the last 3 days, i try to figure out how to load my .dds texture files on my custom unit on battle.net.
With test map in the editor its fine cause it use the defaut import path lile C:/model/ctextures/shamantex.dds
But when i import the map on battle.net, the link no more working causw its in my disk drive.
Some one told me to open the .dds with notepad and chanhe the path. But it crash all the times.
Is there a easy way to change the texture path of my custom model so they can work on battle.net?
Egod
You need to know the file path that was used in the model. It is usually Assets/Textures/ and that should be your first option. If you import it to your map and move it to that folder and it still doesn't work then you need to discover the correct file path. Open this custom model in the cutscene editor and check the model's data, inside the materials you can find the file paths used.
Did you make the model yourself in 3ds Max? In that case, you need to use the "commit" option when exporting to SC2, which will change the path for all your textures to the default "Assets/Textures".
Oh yes i use 3dsmax 2011, where is that option?
Currently I cant check where exactly the option is. Did you use the SC2 Art Tools? I assume so. I suggest you read through the art tools documentation available here: http://us.battle.net/sc2/en/blog/12444476/patch-21-art-tools-1-21-2014
Its not a long read and has some tutorial stuff and it really helps to clear up all questions one might have about the art tools.
Where i have to put my texture files on my computer , not sure where i can find assets/textures. Is that Folder exist or its only in my map file?
You have to import the textures your model uses into your map, using the folder structure "Assets/Textures".
Alright my texture are there in my map folder, but still, when importing the model, he think the texture are still in my computer files and not my map folder.
I think its a problem with my 3dsmax export path not sure
fixed
gonna explain quick In 3dsmax, you have a option named commit. Its from the 3dsSc2plugin.
Commit let you relink you model and texture into a .mod of your choice.
You put your model in that mod and it auto-link your model into that mod files and not your computer link files.
Enjoy
@egodbout: Go
When using the exporter, make sure to check "Use Mopaq Paths".
Otherwise, like you said, it will try and use the local path on your computer.
Formally Kinkycactus
I see, thanks!