I recognise that xelnagaworldship emissive and the redstone larvafalls diffuse anywhere. Still gives them a whole load of character, especially the mid 3x2. Tried this on selendis?
Tried it on Karass, but I have the same problem with him as the HT. The shoulderpad won't change color no matter what I try. Not sure if I have to mess with lighting or replace more textures.
Which brings me to my other question, does this actually replace textures or just overlay new ones on top?
The shoulderpad won't change color no matter what I try. Not sure if I have to mess with lighting or replace more textures.
Usually you need to replace more textures. Every visible part of a model is (or should be) using a specific textures and is replaceable. It might be a texture with a more generic name, something like glow_blue.dds maybe.
Messing with the lighting will change the visual appearance as well, of course, but it affects the entire portrait, not just a specific part.
Anybody know how to get modified portraits to display correctly in transmissions? When you create a cinematic portrait it just goes back to the regular textures.
Usually you need to replace more textures. Every visible part of a model is (or should be) using a specific textures and is replaceable. It might be a texture with a more generic name, something like glow_blue.dds maybe.
Still no luck. I've tried replacing other textures, and the texture for the shoulderpad is also part of the face, but it still doesn't change. =/
Is it possible to change the textures of a duplicated unit (and only the duplicated unit?)
Because when I try, I get multiple (depending on how many duplicated actors) units within one unit. (One unit with multiple models and different textures)
How can this be fixed? (preferably with the Zergling)
@DrSuperEvil:
Well, I have 2 models, one 'regular zergling' and one 'zergling with wings'. Then I have 2 textures for every unit I want to make (want to make 6 so 12 different textures) and i have 6 different actors, all the same execept for Events, the Texture Select By Id are unique (for their textures). So is this all you need to help?
Slight update to the tutorial. I've been receiving alot of PMs for assistance and whatnot, and so I changed a few things to make it more clear and obvious.
Moved the Addendum about inlcuding the _ in Prefix and Substring, will be seen BEFORE, not after the work is done
Updated the Texture Declarations+ pic with the _
Slight rewording of the Addendum in the Textures section
Slight shifting of 1 or 2 phrases, better placed, promotes continuity/less interruptions
Since adding the _ within the Prefix/Substring section of the tutorial, added color and removed the underlining of keywords.
Anybody know how to get modified portraits to display correctly in transmissions? When you create a cinematic portrait it just goes back to the regular textures.
Anybody been able to figure this out yet? It'd be a real bummer to be able to replace textures but then not be able to use them. :P
The problem is that the portrait doesn't initialize the actor. And it just won't let you create the actor & model separately.
I use the crystalenvironment.dds texture on a Barracks, which works perfectly fine.
Now, I wanted to add this effect to all of the other terran structures, by following all of the steps again, but when I use the same texture path as the Barracks (crystalenvironment.dds), the new structure has a changed texture, while the Barracks doesnt. Changing the new structure's texture to something else than the one I chose for Barracks, works perfectly fine and the Barracks now has the texture I chose.
Can anybody give me a hint to why this doesnt work? If not, the only way out is to import 10+ crystalenvironment.dds files with different paths, which is not very ideal.
There can only be one texture from the Textures data type using each texture file although you can use the same one for several actors if you intend to put it in the same slot eg diffuse.
Just an update post of a new "uber" unit I am currently working on in spare time. I use Texture Select By ID on EVERYTHING that makes a difference for this unit. From glows, "shockwave" effects, particles, you name it, I change it with just TSBID.
Here's a preview, of what you can do, above and beyond just changing a skin's diffuse/emissive/specular.
There is no "SetTint" actor events used at all.
And no, the Uber is not the selected Sentry :)
Also, right click and select view image to see it full size.
Having some fun with HT portraits:
I recognise that xelnagaworldship emissive and the redstone larvafalls diffuse anywhere. Still gives them a whole load of character, especially the mid 3x2. Tried this on selendis?
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
wow, some of them really looks great. would this be possible on models too?
@ScorpSCII: Go
What do you mean, models?
The actor points to the model itself so... Obviously?
Sorry, I'm just a little confused.
Tried it on Karass, but I have the same problem with him as the HT. The shoulderpad won't change color no matter what I try. Not sure if I have to mess with lighting or replace more textures.
Which brings me to my other question, does this actually replace textures or just overlay new ones on top?
It replaces; if you replace a texture with a partially transparent one, you won't see the previous texture.
Usually you need to replace more textures. Every visible part of a model is (or should be) using a specific textures and is replaceable. It might be a texture with a more generic name, something like glow_blue.dds maybe.
Messing with the lighting will change the visual appearance as well, of course, but it affects the entire portrait, not just a specific part.
Anybody know how to get modified portraits to display correctly in transmissions? When you create a cinematic portrait it just goes back to the regular textures.
Still no luck. I've tried replacing other textures, and the texture for the shoulderpad is also part of the face, but it still doesn't change. =/
Is it possible to change the textures of a duplicated unit (and only the duplicated unit?) Because when I try, I get multiple (depending on how many duplicated actors) units within one unit. (One unit with multiple models and different textures)
How can this be fixed? (preferably with the Zergling)
Each Model type actor can be given its own unique texture. How are your events set up?
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
Slight update to the tutorial. I've been receiving alot of PMs for assistance and whatnot, and so I changed a few things to make it more clear and obvious.
Irony is I have not received any pms about it even though you mention me in the first sentence.
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
@DrSuperEvil: Go
Really?? That's just messed up. Well, more proof that people don't fully read the tutorial I guess.
Anybody been able to figure this out yet? It'd be a real bummer to be able to replace textures but then not be able to use them. :P
The problem is that the portrait doesn't initialize the actor. And it just won't let you create the actor & model separately.
I use the crystalenvironment.dds texture on a Barracks, which works perfectly fine. Now, I wanted to add this effect to all of the other terran structures, by following all of the steps again, but when I use the same texture path as the Barracks (crystalenvironment.dds), the new structure has a changed texture, while the Barracks doesnt. Changing the new structure's texture to something else than the one I chose for Barracks, works perfectly fine and the Barracks now has the texture I chose.
Can anybody give me a hint to why this doesnt work? If not, the only way out is to import 10+ crystalenvironment.dds files with different paths, which is not very ideal.
@ScorpSCII: Go
There can only be one texture from the Textures data type using each texture file although you can use the same one for several actors if you intend to put it in the same slot eg diffuse.
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
@DrSuperEvil: Go
Thanks for the quick reply :)
Just an update post of a new "uber" unit I am currently working on in spare time. I use Texture Select By ID on EVERYTHING that makes a difference for this unit. From glows, "shockwave" effects, particles, you name it, I change it with just TSBID.
Here's a preview, of what you can do, above and beyond just changing a skin's diffuse/emissive/specular.
There is no "SetTint" actor events used at all.
And no, the Uber is not the selected Sentry :)
Also, right click and select view image to see it full size.
Could you not have used one of the alternative colossus beam colour textures?
Hmm, looks like a certain removed beta unit.
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 just thought that I'd share one of my creations too.