@DrSuperEvil: Go
Hmm? Colossus beam texture? I'm not following. Where should I have used a colossus beam color? On the Adun lightning bolt??
Which beta unit does it remind you of? I never followed the Beta nor have I looked into it. All I ever saw were a few Blizzard videos show casing Mothership pwnage in the form of Planet Cracker and whatnot.
@ScorpSCII: Go
Nice Barracks. Definitely has that "frozen over" look to it. Spot on.
You have zeratul's ship launching a colossus beam skywards, you can also change the colour of that. The campaign dependencies have all the colours of the rainbow to choose from for that as variatins of the same texture.
Hey, so I've been using this method with some success, but I can't seem to stop getting certain errors.
I have duplicated a thor and am using the thorce.m3 model. Now I'm trying to replace the thorce_modifications_diffuse.dds with my own texture using the swapping method here.
It seems to work, but I can't stop getting errors from the editor anytime I select the unit.
[2/21/2012 3:09:04 PM] Warning: Unable to load image from 'Assets\Textures\UnknownTexture.dds' (Core: a required object could not be found)
[2/21/2012 3:18:20 PM] Warning: Unable to load image from 'Assets\Textures\BTN-upgrade-terran-combatshield.dds' (Core: a required object could not be found)
[2/21/2012 3:24:43 PM] Warning: [ 0 2] CActorUnit[Thor3] ThorCE Assets\Units\Terran\ThorCE\ThorCE.m3; Could not find texture with id UnknownTexture and expression <None>.
The error about the combatshield texture I get quite often actually, even before I changed anything in the map.
Actually, I guess it got fixed. Now I don't get the error anymore, and not only that, but the texture shows up in the editor. Thank you guys again!
Did you restart your editor before? After creating a new texture object, it produces these kinds of errors, because the textures are not correctly loaded to the editor. If you restart the editor afterwards, the error should vanish.
Did you restart your editor before? After creating a new texture object, it produces these kinds of errors, because the textures are not correctly loaded to the editor. If you restart the editor afterwards, the error should vanish.
I feel like I did, but at this point who knows? I remember reading things about needed to restart your editor before so I'm probably just assuming I tried something I didn't in hindsight, just to psychologically "save face" after spending a few hours on it in frustration.
Hello! Back again. I am having trouble switching multiple textures. Everything was fine when I tried to switch out ThorCE_Diffuse but when i got to ThorCE_Cannons_Diffuse and ThorCE_Modifications_Diffuse I ran into errors, and none of the txtures work, not even the first one.
CActorUnit[Thor3] No mapping for slot generic01.diffuse.
I thought the slots were the issue so I tried a few with no luck. I've attached a screen of the texture declarations.
I should also note that I had success when trying to mess with the Thor_CE_Specular texture at the same time, but that was on the same slot as my successful texture and therefore on the same index for the texture declaration. I don't know if that's important or not I'm just trying to figure out what is different.
Edit: I've added an image of the model's progress so far with my texture. I'm starting by making the whole thing white and then I'll be adding in detail with red, blue, and yellow colors.
Edit 2: I've noticed in the previewer that ThorCE_Modifications_Diffuse.dds is used for both the Diffuse and Specular textures. When I tried to replace the specular instead of the diffuse I got no error, but I also got no results (I colored the skin bright pink just to be sure).
I don't expect anyone to actually look at my map but I uploaded it for the hell of it as well.
So now I know it definitely has something to do with slots and the texture declarations. When I decided to remove my good texture and use the main.diffuse slot for my modified ThorCE_Modifications_Diffuse I got the desired result.
So I can apply multiple textures on the same slot but once I need to do 2 textures on two slots I run into big problems. I know this is weird because the tutorial clearly uses 2 slots and two different declaration indexes.
The problem with the thor is mainly, that he has multiple sets of textures, which all start with the same prefixes. If you just use the ThorCE_ prefix to switch the main texture and the ThorCE_Cannons_ and ThorCE_Modifications_ prefixes to change the other textures, the ThorCE_ prefix cannot be explicitly linked to the main texture, because it is valid for both other textures as well. So it might randomly try to swap 1 of those 3 textures, conflicting with your other 2 swaps.
Also, there is some bug I could not identify 100%. Sometimes, splitting the texture declarations in multiple declarations just refuses to work. Putting all of them in 1 declaration by just using different adaptions seems to fix this.
So, my solution would be to not use the Prefix at all, but to enter the entire file name in the Trigger On Substring field. Added a small demonstration.
I need your help...
I tried to change the color of the model:
Assets\Doodads\TerrainObjectXelNagaPrisonCrystal\TerrainObjectXelNagaPrisonCrystal.m3
To change the color is not the problem, I did it with the actor"Set TintColor", but my problem is the green light as you can see here:
Can you help me, to change the green light into a blue light??
Ok I tried to swap out textures, but without success. The reflection was still green...
So I tplayed around with the Model-Previewer especially with the Shader Modes and Lighting.
I found out, that the reflection has something to do with the Diffuse of the Model, so I made a light and set the Diffuse-Multiplier to 0.0.
The reflection was gone in the previewer!
I set the light of the model to my light which i had in the previewer, and it didnt work ;(
Finally I set the Lighting of my Terrain Texture Set, to the light which I had created, and it WORKED!!!
But now all my lights ( omnilights etc.) which I have on my map are gone too ;(
This is so frustrating....
I think I will attach now omnilight. ;(
Did some testing and I believe that the texture Glow_Green3.dds is the culprit, however, no matter what I tried, in game I kept getting the error "CACtor blah blah No mapping for slot main". So I tried replacing a different texture in the same slot and sure enough, it allowed the change.
Looks like Omni Lights are the only option, as far as I can tell.
I also got the error "CACtor blah blah No mapping for slot main", so I tried some slot from the 1st post, and found out that decal may works for Glow_Green3 ( I coudnt see any changes but I got no error :D ).
I interchanged this textur with Glow_Blue3, but nothing happen... still green reflection
@DrSuperEvil: Go Hmm? Colossus beam texture? I'm not following. Where should I have used a colossus beam color? On the Adun lightning bolt??
Which beta unit does it remind you of? I never followed the Beta nor have I looked into it. All I ever saw were a few Blizzard videos show casing Mothership pwnage in the form of Planet Cracker and whatnot.
@ScorpSCII: Go Nice Barracks. Definitely has that "frozen over" look to it. Spot on.
@BorgDragon: Go
You have zeratul's ship launching a colossus beam skywards, you can also change the colour of that. The campaign dependencies have all the colours of the rainbow to choose from for that as variatins of the same texture.
Hope this pic works.
http://sc2pod.com/wiki/Purifier
And yes, that is the unit the SoulHunterBeam3 model originated from.
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
Actually, it is not shooting a colossus beam skyward. It's shooting the EyeofAdunCharge beam.
as to the pic...
I do have to say the pic does look familiar, perhaps I've seen it on these forums before. Looks... pretty spot on. I'm sad -_-.
I find that overall, protoss units are lacking in "uber-attachment-ness" and I thought I'd finally come up with something decent looking...
EDIT: Oh ya, a slight update to the tutorial... nothing major... actually so minor it's inconsequential.
Nrm, you must have changed the texture of it then.
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
Hey, so I've been using this method with some success, but I can't seem to stop getting certain errors.
I have duplicated a thor and am using the thorce.m3 model. Now I'm trying to replace the thorce_modifications_diffuse.dds with my own texture using the swapping method here.
It seems to work, but I can't stop getting errors from the editor anytime I select the unit.
[2/21/2012 3:09:04 PM] Warning: Unable to load image from 'Assets\Textures\UnknownTexture.dds' (Core: a required object could not be found) [2/21/2012 3:18:20 PM] Warning: Unable to load image from 'Assets\Textures\BTN-upgrade-terran-combatshield.dds' (Core: a required object could not be found) [2/21/2012 3:24:43 PM] Warning: [ 0 2] CActorUnit[Thor3] ThorCE Assets\Units\Terran\ThorCE\ThorCE.m3; Could not find texture with id UnknownTexture and expression <None>.
The error about the combatshield texture I get quite often actually, even before I changed anything in the map.
Sounds like an import issue.
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
Actually, I guess it got fixed. Now I don't get the error anymore, and not only that, but the texture shows up in the editor. Thank you guys again!
Did you restart your editor before? After creating a new texture object, it produces these kinds of errors, because the textures are not correctly loaded to the editor. If you restart the editor afterwards, the error should vanish.
I feel like I did, but at this point who knows? I remember reading things about needed to restart your editor before so I'm probably just assuming I tried something I didn't in hindsight, just to psychologically "save face" after spending a few hours on it in frustration.
No need to "save face" here. Trust me, I have spent more than just a few hours in frustration about this topic xD
Hello! Back again. I am having trouble switching multiple textures. Everything was fine when I tried to switch out ThorCE_Diffuse but when i got to ThorCE_Cannons_Diffuse and ThorCE_Modifications_Diffuse I ran into errors, and none of the txtures work, not even the first one.
CActorUnit[Thor3] No mapping for slot generic01.diffuse.
I thought the slots were the issue so I tried a few with no luck. I've attached a screen of the texture declarations.
I should also note that I had success when trying to mess with the Thor_CE_Specular texture at the same time, but that was on the same slot as my successful texture and therefore on the same index for the texture declaration. I don't know if that's important or not I'm just trying to figure out what is different.
Edit: I've added an image of the model's progress so far with my texture. I'm starting by making the whole thing white and then I'll be adding in detail with red, blue, and yellow colors.
Edit 2: I've noticed in the previewer that ThorCE_Modifications_Diffuse.dds is used for both the Diffuse and Specular textures. When I tried to replace the specular instead of the diffuse I got no error, but I also got no results (I colored the skin bright pink just to be sure).
I don't expect anyone to actually look at my map but I uploaded it for the hell of it as well.
@Bijan641: Go
So now I know it definitely has something to do with slots and the texture declarations. When I decided to remove my good texture and use the main.diffuse slot for my modified ThorCE_Modifications_Diffuse I got the desired result.
So I can apply multiple textures on the same slot but once I need to do 2 textures on two slots I run into big problems. I know this is weird because the tutorial clearly uses 2 slots and two different declaration indexes.
The problem with the thor is mainly, that he has multiple sets of textures, which all start with the same prefixes. If you just use the ThorCE_ prefix to switch the main texture and the ThorCE_Cannons_ and ThorCE_Modifications_ prefixes to change the other textures, the ThorCE_ prefix cannot be explicitly linked to the main texture, because it is valid for both other textures as well. So it might randomly try to swap 1 of those 3 textures, conflicting with your other 2 swaps.
Also, there is some bug I could not identify 100%. Sometimes, splitting the texture declarations in multiple declarations just refuses to work. Putting all of them in 1 declaration by just using different adaptions seems to fix this.
So, my solution would be to not use the Prefix at all, but to enter the entire file name in the Trigger On Substring field. Added a small demonstration.
@Kueken531: Go
Thank you! This was exactly what I needed! The relief I feel is immeasurable, I've been stuck for hours.
Hello,
I need your help... I tried to change the color of the model: Assets\Doodads\TerrainObjectXelNagaPrisonCrystal\TerrainObjectXelNagaPrisonCrystal.m3 To change the color is not the problem, I did it with the actor"Set TintColor", but my problem is the green light as you can see here:
Can you help me, to change the green light into a blue light??
You mean the green reflection on the ground?
I have no idea, what exactly causes it, I am afraid, it might not be a texture. You could try to swap out the textures, though, maybe I am wrong.
Maybe you can just attach a blue omnilight to simulate a similar effect and to predominate the green glow.
Ok I tried to swap out textures, but without success. The reflection was still green... So I tplayed around with the Model-Previewer especially with the Shader Modes and Lighting. I found out, that the reflection has something to do with the Diffuse of the Model, so I made a light and set the Diffuse-Multiplier to 0.0. The reflection was gone in the previewer! I set the light of the model to my light which i had in the previewer, and it didnt work ;( Finally I set the Lighting of my Terrain Texture Set, to the light which I had created, and it WORKED!!! But now all my lights ( omnilights etc.) which I have on my map are gone too ;( This is so frustrating.... I think I will attach now omnilight. ;(
Did some testing and I believe that the texture Glow_Green3.dds is the culprit, however, no matter what I tried, in game I kept getting the error "CACtor blah blah No mapping for slot main". So I tried replacing a different texture in the same slot and sure enough, it allowed the change.
Looks like Omni Lights are the only option, as far as I can tell.
I also got the error "CACtor blah blah No mapping for slot main", so I tried some slot from the 1st post, and found out that decal may works for Glow_Green3 ( I coudnt see any changes but I got no error :D ). I interchanged this textur with Glow_Blue3, but nothing happen... still green reflection