How to import custom textures into StarCraft 2 editor
So, I’m releasing some custom texture packs for StarCraft 2 soon, and I thought I’d write a tutorial on how to use them inside the SC2 editor to accompany the texture sets. Or ofc, you could use this tutorial to import your own self-made textures :)
First thing you need to do is to click the import button, the one I circled in red here.
A new window will open up, from the menu click on Data -> Import Files (or click ctrl-I), now browse to the folder containing your textures, and select the textures you want to use. Don’t forget to import a white texture, you will need it later in this tutorial. When you’re done importing, click save (ctrl-s), and you can close the import window.
Next, you need to click on Map -> Map Textures and the Map Properties will open. Click on Modify, a new window will appear again…
With the ‘Terrain Texture Set’ tab selected, right click in the area that I marked above and select ‘add object’, type in a name, click on suggest, and then select copy from BraxisAlpha next to Field Values, hit OK. Another step done!
Now click on the Terrain Textures tab, at the top of the window. Right click in the same area as illustrated above again, and click add object. Give a name for the texture you want to add, hit suggest again, and click ok. Now to the right you should see the same as the picture below, if not, make sure that the red circled button is selected.
click the field next to ‘CTerrainTex_Texture’ and fill in the filename of the texture you want to use, including any subfolders you put the texture in, don’t forget the file extension (eg. grass.dds) and hit enter when you’re done. Now click on the field next to ‘CTerrainTex_Normalmap’ and fill in the name of the white texture. When you’re finished click save.
Back to the Terrain Texture Sets tab, select the set that you made earlier and to the right the same sort of window as above will appear. Double click on the field next to ‘CTerrain_BlendTextures and a window named ‘Object Values’ will appear, there are 2 lists there. On the left are all available textures listed and on the right are the textures available for use in your map. You can only use a maximum of 8 textures in a map. Find your own texture in the list to the left and select it, also select the top texture of the list on the right. Click on ‘Replace’, click OK, and then you can close the Data editor window.
Now, in the map properties window click on the box I circled in red in the picture below.
In the dialog that pops up select your new texture, click OK, and click OK again in the Map Properties window. A dialog will appear asking you if you are sure, click YES. Et voila, your new texture should appear in your map. Congratulations.
haven't really looked into it yet, but here's something you can try
goto the data editor (press f7) and select 'lights' from data type. Create a new light setting there, go to the 'Terrain textures sets' tab, select your tileset, and find the item named 'CTerrain_Lighting' in the right side of the screen. Input the name of your light setting.
I was looking for a way to make my own textures for a sc2 map when i found this post:) , i think your light problem might have to do with your normal maps.
In my opinion you cant use a white texture for your normal maps but i can be wrong.
I got a nice program called grazy bump and it can create amazing normal maps based on the texture so i will give that a try tonight.
Never heard of grazy bump, but I use crazy bump for all my normal maps. Amazing tool, cheap to buy and an excellent demo. Makes normal maps, parallax, spec, ambient occlusion, and a few modifiers for diffuse (remove shadows/highlights namely)
LOL yes crazy bump:)
I tried a normal map in the editor and it did nothing:( The normal maps that sc2 uses are 2 different colors, one is greyish (looks like a bump map) and the other one is orange (unlike the purple looking normal maps that im used to)
And after loading a normal map from sc2 in photoshop i noticed that it uses the alpha channel just like the textures do and the other channels look kinda weird to me also (1 channel is all black)
This is kinda a bummer, i hoped to get the normal maps to work:(
I am having difficulty with one of the ending procedures of this guide. When i go back to the terrain textures sets tab for the final time and double click on the field next to CTerrain_BlendTextures no window pops up. All it does is allow me to modify the text field of that row.
Well, I did the test with the NormalMap with Crazy Bump, but it seems that's not working.
In Crazy Bump, I had this :
I'm aware I did something wrong, so could somebody make a tuto about that, with pictures (because I don't understand everything you write " )?
Then maybe I will be able to make my own tuto in french for friends. ;)
Here is my texture (from World of Warcraft, in 1024x1024, format PNG).
I assume you have Photoshop CS4?
I only have CS3.^^
When I try to save my texture in .DDS with 5 channels (RGB, Red, Green, Blue, Alpha1 [put on "invisible"]), Photoshop says "Too many channels to export (5)".
Do I need to ... hmmm ... "get" CS4, or do I need a plugin for CS3, knowing that I can save in .DDS ?
I used "DDS Converter 2" to convert my texture that I saved as .PNG with CS3 to .DDS, and since then, I have done exactly what you did (well, not really, I haven't created a new set of texture, I've just replaced Bel'shir Brush texture : same result as before.
I think I need a better way to convert my textures to .DDS...
Or maybe I could try to save in .PSD instead of .PNG, then use "DDS Converter 2".
Anyway, thanks for the tuto, I learned one or two things very usefull! :D
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SORRY, I'M FRENCH, SO YOU MAY NOT UNDERSTAND WHAT I WRITE!