I've successfully followed this tutorial and now I am trying to reskin a splat (splat_armory) to be a decal on the ground. See attached files.
Unlike the tutorial, this seems to be pulling the DDS file (TerranBuildingSplats1.dds) into the Alpha Mask. Can someone shed some light on how I can apply the decal (campaign_decal_0002_01.dds) instead? I'm not sure "main.alpha mask" would work, for example, and I'm not sure where to pull the "prefix" from....is this just a different problem? Thanks!
What sort of actor is your cactus? Doodads have a field called Actor - Texture Sets which might be overriding your texture change. Else use the previewer to look at the model and make sure you used the right capitaliztion.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Have a look at BorgDragon's Creature Contest submission, afaik he
changed the texture of the portrait.
I haven't been able to accomplish this, let alone set anything like tint color for portraits. The portrait actor field doesn't appear to do anything, and I can't connect any new portrait actor I make to the unit itself. I've messed around with events, but still haven't found anything that works.
According to my tests, Texture Select by ID beats the Texture Sets settings. However, changing the set is way easier and seems to change more than just the texture. Try swapping the rock texture and setting its texture set and compare both: There seem to be slight differences.
What slot should be used for Stone Zealots? I keep getting error messages.
I tried main.diffuse with several prefixes from the model and couldn't seem to change anything.
The slot does not matter at all, as long as you use it consistently. If you use the same slot for both the Texture object and in the Texture Declarations, it should work, regardless of which slot it is. You can use body.normal to switch a diffuse texture, or main.emissive. However, just for organization sake, it makes sense to use diffuse slots for diffuse textures ;)
The important part is, that you get the textures correctly. Safest way is usually, to use no prefix at all and enter the complete texture name (probably StoneZealot_Diffuse.dds) in the Trigger on substring field.
The prefix can be used for easier handling, but it is not required.
On a side note: The editor crash, when deleting texture declarations got fixed, and we got nice error messages for unmapped slots now :)
...Safest way is usually, to use no prefix at all and enter the complete texture name (probably StoneZealot_Diffuse.dds) in the Trigger on substring field.
The prefix can be used for easier handling, but it is not required.
Has custom model from 3dmax. Done all like in tutorial... and always got error like "Actor can't find texture by id Name_Diffuse", but I have this texture
Rollback Post to RevisionRollBack
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
Just a thought that entered my head. Can a units shields be changed by this? Sorry if this has already been asked but I didn't want o search through the whole thread, lol.
I've successfully followed this tutorial and now I am trying to reskin a splat (splat_armory) to be a decal on the ground. See attached files.
Unlike the tutorial, this seems to be pulling the DDS file (TerranBuildingSplats1.dds) into the Alpha Mask. Can someone shed some light on how I can apply the decal (campaign_decal_0002_01.dds) instead? I'm not sure "main.alpha mask" would work, for example, and I'm not sure where to pull the "prefix" from....is this just a different problem? Thanks!
Has anyone shed light on the other two actor events involving textures?
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
Im stupid or I dont have patience...perhaps both, but I cannot get my cactus to get new stone-like texture :(
What sort of actor is your cactus? Doodads have a field called Actor - Texture Sets which might be overriding your texture change. Else use the previewer to look at the model and make sure you used the right capitaliztion.
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
I haven't been able to accomplish this, let alone set anything like tint color for portraits. The portrait actor field doesn't appear to do anything, and I can't connect any new portrait actor I make to the unit itself. I've messed around with events, but still haven't found anything that works.
Cant you just put it in the Actor - Portrait Actor field of your Unit actor?
Edit: found this useful thread about converting stuff to .OGV format that can then be used as a texture http://www.sc2mapster.com/forums/general/off-topic/16317-how-to-create-a-ogv-video/#p3
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
Interesting concept for Terrain Artists, try retexturing doodads such as rocks to match your scene.
Here's my example:
Char/Volcano Mountain scene
http://img225.imageshack.us/img225/8673/sc22011090816501021.png
http://img36.imageshack.us/img36/1843/sc22011090816503906.png
http://img148.imageshack.us/img148/183/sc22011090816453700.png
http://img14.imageshack.us/img14/5610/sc22011090816460122.png
So how does that interact with the Actor - Texture Sets field of the Doodad actor? I heard from one source that they compete.
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
According to my tests, Texture Select by ID beats the Texture Sets settings. However, changing the set is way easier and seems to change more than just the texture. Try swapping the rock texture and setting its texture set and compare both: There seem to be slight differences.
Know of any raindow coloured psycedelic coloured .ogv movies?
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
What slot should be used for Stone Zealots? I keep getting error messages.
I tried main.diffuse with several prefixes from the model and couldn't seem to change anything.
@Quelex: Go What does the previewer use?
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
The slot does not matter at all, as long as you use it consistently. If you use the same slot for both the Texture object and in the Texture Declarations, it should work, regardless of which slot it is. You can use body.normal to switch a diffuse texture, or main.emissive. However, just for organization sake, it makes sense to use diffuse slots for diffuse textures ;)
The important part is, that you get the textures correctly. Safest way is usually, to use no prefix at all and enter the complete texture name (probably StoneZealot_Diffuse.dds) in the Trigger on substring field.
The prefix can be used for easier handling, but it is not required.
On a side note: The editor crash, when deleting texture declarations got fixed, and we got nice error messages for unmapped slots now :)
That worked perfectly. Thanks!
Has custom model from 3dmax. Done all like in tutorial... and always got error like "Actor can't find texture by id Name_Diffuse", but I have this texture
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
Could you attach an example map?
Hi
Question:
If u use a custom unit, custom model, how should I change prefix in model-texture?
At the moment I let prefix be empty.
If it works, there is no need to change the prefix.
Just a thought that entered my head. Can a units shields be changed by this? Sorry if this has already been asked but I didn't want o search through the whole thread, lol.
The shield is not a texture of the unit model itself, but a separate actor. However, this one could probably be changed, yes.