using triggers and the dark protoss upgrade i was able to get dark protoss units. however i found out that some units dont benefit from this upgrade and dont turn dark. they are (at least the ones i need) mothership, dark templar, observer, pheonix, stone zealot, collosus, scout, obelisk, and monolith. i was wondering if any1 could make the dark protoss models for these units (it cant be that hard, can it? just change all the golden stuff to black and blue to green). thx!!!
Dark Colossus and Phoenix textures are hiding in the assets area somewhere. You can experiment with grey tints to get the silvery look (The Nerazim/dark protoss are silver-emerald traditionally, not black-emerald like the models. Also, Dark Templar don't have dark models/textures cause they are dark already (Technically seen, void rays and stalkers shouldn't have textures either.) And even if, due to being cloaked you wouldn't really notice the texture if it were changed to black instead of silver)
The upgrade is merely used as a requirement checked by actor events in all unit and attack actors. Take a look at them, not that hard to figure out (Copy the events and terms, then use whatever messages you need (ModelSwap, Texture Select by ID or Set Tint Color, depending on what you're doing and what assets you have))
Also, if I remember right, some protoss units go nuts if you swap out their emissive textures using texture select by ID, so if something happens thats not supposed to, see if its connected to emissives.
I like those recolours, though I'd add in a slight touch of blue/purple like the Stalker personally.
Sorry for being slightly off topic, but I imagine the reason the Hybrid/Dark Voice corrupted Protoss resemble Dark Templar stuff is possibly as both wield and use Void Powers... just the Hybrid stuff is truly Dark (evil) as opposed to just being dark compared to the Khala's 'light' (I forget if the term Dark Templar was something the Conclave called them first to try and make them seem like bad guys and it kind of stuck. Coincidently I tend to use name Nerazim to refer to the Dark Templar as a race, which indeed seems to be the in universe name the Dark Templar themselves use)
Concerning the Void Ray, isn't it meant to be a combination of Khala and Nerazim tech? As for the Stalker I've got nothin' :)
Silly thought: Would a Dark (as in corrupted Protoss) Dark Templar be Khala coloured? :P
I agree with your thought on being more Stalker-coloured, though I'd have to check how much of the blue on Stalkers is team colour and how much is the model itself. I'd definitely tone down the evilly-glowing green, too, but I know nothing of texture editing and so would just be happy with what TheAlmaity made. :)
Oh god, completely forgot about this. I made this while I had no real internet connection to speak of (I had to move) so I couldn't upload anything, and completely forgot to afterwards. Gonna attach the mod file here.
Ok, turns out its above 10 MB and can't be attached to posts cause of that, this *should* be a working download link: https://dl.dropbox.com/sh/i5rtc1bbsdilty8/jxiQX5urNG/Nerazim%20Mod.SC2Mod?dl=1
There's an upgrade called "Nerazim", works exactly like the Dark Protoss upgrade. Enable it using triggers or cheats (or set up a research ability for it) and everything will get retextured, including units (I think I did all of them, not sure and can't be bothered to test right now)
I just extracted the textures using the editor, opened them in photoshop and slapped a huge/saturation on them. Not entirely sure what hue I used, I think it was greenish or redish (which on top of the original color made it light blue), then just lowered saturation to around -60 I think to make it gray (while still keeping a hint of blue)
Ofc, before that I seperated all the blue/colored parts from the gold first (Magic Wand -> Cut) and applied a different hue/saturation to make stuff green.
For anyone else's reference, the mod doesn't change the textures of High Templar, Colossi, or Phoenixes (and I'm not sure about Observers), nor Scouts. Stalkers and Void Rays obviously have no change. For some reason, if a Warp Gate is already morphed when the map is loaded, it isn't changed, but a Gateway changed into one will retain its colour. (Note that I think all these caveats are due to bugs in the data, rather than missing textures.)
TheAlmaity, how do you extract the textures? Photoshop doesn't appear to open .dds files, and I couldn't see anything in the editor.