The error with the mapping of the slot btw was caused, because there is a texture object (probably used by some of the Dark Protoss buildings), which uses the Glow_Green3 file and the slot Generic01. The slots and stuff are for some reason bound to the texture file instead of unique to each object, so trying to use a different slot results in an error. Decal caused no error message for you, because decal is a special case anyway. You can even swap decal textures without using a slot or any declaration at all.
If you look at the textures most particle emmiters use, they have a single texture made out of small squares that plays each fragment in series to produce the animation like a cartoon. Some particle emmitters use only a single one. I still have to look around but there are bound to be alot more based on the number of smoke and fire textures that consist of a single square.
Even singularity impact uses 4 squares although it might be interesting
Im using the dark observer textures from thrikodias modifacations or whatever in assets and i just cant seem to get them to apply to the regular observer .m3 since im trying to save space and not use the import .m3 i have absolutely no idea what im doing wrong and ive tried everything.
Not sure, what you are referring to. If you talk about the blend type, it is irrelevant for the slot or the texture swapping procedure in itself. It does only influence, how the result will look like, depending on the configuration of the new texture.
Texture swap cannot change light sources. Lowering the HDR under tint can reduce the issue though.
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
Already tried it, but it had no effect on the light, the unit just became nearly invisible with low HDR
The error with the mapping of the slot btw was caused, because there is a texture object (probably used by some of the Dark Protoss buildings), which uses the Glow_Green3 file and the slot Generic01. The slots and stuff are for some reason bound to the texture file instead of unique to each object, so trying to use a different slot results in an error. Decal caused no error message for you, because decal is a special case anyway. You can even swap decal textures without using a slot or any declaration at all.
Doesn't really help with your problem, though.
Retextured TerranBuildingSmokeSmall has some potential for buffs with some tinting and adjusting the Set Time Scale Global of emmissions.
And yes it looks even more funny when going raindow archon on one.
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
Nice! That's pretty cool.
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Nice find, I retextured some smoke and fire before, but mostly produced gibberish.
If you look at the textures most particle emmiters use, they have a single texture made out of small squares that plays each fragment in series to produce the animation like a cartoon. Some particle emmitters use only a single one. I still have to look around but there are bound to be alot more based on the number of smoke and fire textures that consist of a single square.
Even singularity impact uses 4 squares although it might be interesting
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 using the dark observer textures from thrikodias modifacations or whatever in assets and i just cant seem to get them to apply to the regular observer .m3 since im trying to save space and not use the import .m3 i have absolutely no idea what im doing wrong and ive tried everything.
Anyone knows what texture slot is used for engine/trail/smoke ?
Slots are arbitrary and interchangeable. Use, whatever slot you want to use.
@Kueken531: Go
That was one bit of info I kept forgetting to edit into the tutorial. It has now been done, near the end of the tutorial in the Slots subsection.
@Kueken531: Go Hmm than what does actually blend do? (I am trying to change the colonist vehicles smoke trail, there are 3 such model)
Not sure, what you are referring to. If you talk about the blend type, it is irrelevant for the slot or the texture swapping procedure in itself. It does only influence, how the result will look like, depending on the configuration of the new texture.
Either I did something wrong or this does not work on 1.5 beta = = = = =... im going to try again.
Am I the only one unable to make a swap on the XelNagaHullWall's emissive? I can make it work on other doodads.
That would kill me. Literally.
However, I opened an old map of mine in the beta editor, which involved texture swapping, and it still worked fine.
Works for me.
Does this still work for everybody else?
EDIT: Never mind, still works for me. Just have to put the texture name all into the prefix.
Yep, as of patch 1.5 a prefix is now required, which was optional before.
Ah that solves my problems
Whats up with the new prefixes? Anyone wanna give some words on how to make them correct?
I am familiar with the Texture select by ID, just not sure how to do with the prefixes, if I import one diffuse & specular texture.