I used to use 1 texture declaration with multiple adaptions, ignore prefixes and just put the entire texture name in the Trigger On Substring field for each adaption.
Now I use multiple texture declarations instead and put the entire texture name in the Prefix as well as the Trigger On Substring field.
Note, that this seems to malfunction, if you attempt to convert the first to the 2nd by copying the declarations and deleting the adaptions, you need to re-do it from scratch in this case (or fix the raw data, if you know how).
EDITOR MESSAGE:
[8/17/2012 9:33:25 PM] Warning: USER: [ a4 1] CActorDoodad[ShipWall] No mapping for slot main.diffuse.
^ Changed texture of Kaeo cube texture has slot main.diffuse
Tried on another map.. another model - this time Sphere the texture select by ID does not work since 1.5,... shows with the default texture, Without touching anything the doodads showed with their changed texture, before 1.5, so what's going on?
Same... firstly I suppose in your Textures Data, the Prefix field is empty as it has always been, only the Slot has to be named main.diffuse (supposedly I currently change only the diffuse texture of Kaeo Cube which uses only 1 texture anyway).
Then in Model's Data, again I use only Kaeo Cube so changing only 1 texture. In Texture tab of the Model, Declarations, Adaptations enabled, then my Slot field is main.diffuse and my Trigger on Substring and Prefix empty - that's how they worked before 1.5. Now I tried adding even _Diffuse in the Trigger on substring and only main in the slot, still not working. I tried naming my Texture Data - (Name)_Diffuse, although Texture Name never mattered, still not showing the changed texture.
How did you make it work when in 1.5 the OP's way simply doesn't work. OK FOUND IT - this correction to OP must be made:
Textures Data - as described in the OP
Texture tab of the Model Data
Declarations, Adapations are Enabled Slot: main (so far like the OP)
Trigger On Substring
(leave that BLANK if you're changing a model with a single texture!)
Prefix: (file name of the DDS you are replacing)
You can see the DDS names that the Model uses in Modules-Cutscenes Editor-Model Data on that model you have to select in the Cutscenes (Shift+D)
So, as of 1.5, is there any way of using the same texture file for multiple textures in the model?
For example, can you remove the archon's energy aura composed of 6-8 different textures using only 1-2 blank textures? Making multiple Texture data objects to match the IDs in the model and setting them to the same file doesn't work, regardless of whether you use the same slot or different ones. Using only one Texture object and declaring several textures in the model with the same slot doesn't work either.
Do the Texture object names have to match up with the Prefix+Substring in the Texture Declarations of the Model?
Overall the system seems very unstable and obscure. In-editor display doesn't work even with a 1 second timer, though I get a different error in the empty demo map I made than in my "main" map. ("main" map: "couldn't find texture <ID> with expression "none" ; demo: selection of texture with catalog entry <ID> not possible)
I don't see that in the events, it either wasn't there to begin with or i did in fact delete it,
but i just chose to go with a different model, worked, easier, less stress, same result, partially disappointed, nonetheless relieved to move on with my life
Also, most decals do not require you to set up the model at all. You can just set up a texture, use the decal slot (or use one of the predefined decal textures) then use the actor message. I didn't test it for raynor specifically, but it works for most models using a decal.
Also, most decals do not require you to set up the model at all. You can just set up a texture, use the decal slot (or use one of the predefined decal textures) then use the actor message. I didn't test it for raynor specifically, but it works for most models using a decal.
Well yeah that seems to be my problem, it works for most models, but not raynor.
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Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
Could someone do this over with the 1.5 buttons? I have no idea what is in the red circle in the second image. I would have been able to find it in the old editor.
I used to use 1 texture declaration with multiple adaptions, ignore prefixes and just put the entire texture name in the Trigger On Substring field for each adaption.
Now I use multiple texture declarations instead and put the entire texture name in the Prefix as well as the Trigger On Substring field.
Note, that this seems to malfunction, if you attempt to convert the first to the 2nd by copying the declarations and deleting the adaptions, you need to re-do it from scratch in this case (or fix the raw data, if you know how).
There is no model preview anymore right? So how do you do this with the cut scene editor?
In the lower left of the cut scene editor, right click the model (top of tree) and click Show Model Data (Shift + D).
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
Erm...
EDITOR MESSAGE:
[8/17/2012 9:33:25 PM] Warning: USER: [ a4 1] CActorDoodad[ShipWall] No mapping for slot main.diffuse.
^ Changed texture of Kaeo cube texture has slot main.diffuse
Tried on another map.. another model - this time Sphere the texture select by ID does not work since 1.5,... shows with the default texture, Without touching anything the doodads showed with their changed texture, before 1.5, so what's going on?
@Eimtr: Go
Read post 343. In short full strings and prefixes are needed.
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've been trying to change the texture on a scientist, but to no success
i've followed this guide and also done trial and error,
but 5 hours is long enough...
if maybe there is an exception to this model? i'd like to know if any of you have success with it
@JustSpectating: Go
Same... firstly I suppose in your Textures Data, the Prefix field is empty as it has always been, only the Slot has to be named main.diffuse (supposedly I currently change only the diffuse texture of Kaeo Cube which uses only 1 texture anyway).
Then in Model's Data, again I use only Kaeo Cube so changing only 1 texture. In Texture tab of the Model, Declarations, Adaptations enabled, then my Slot field is main.diffuse and my Trigger on Substring and Prefix empty - that's how they worked before 1.5. Now I tried adding even _Diffuse in the Trigger on substring and only main in the slot, still not working. I tried naming my Texture Data - (Name)_Diffuse, although Texture Name never mattered, still not showing the changed texture.
so apparently the Scientist is just wack,
the method worked perfectly fine on a lot of other models
Someone try and figure out these conundrums
Did you remove the events on the scientist actor that swaps textures by slot?
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
How did you make it work when in 1.5 the OP's way simply doesn't work. OK FOUND IT - this correction to OP must be made:
Textures Data - as described in the OP
Texture tab of the Model Data
Declarations, Adapations are Enabled Slot: main (so far like the OP)
Trigger On Substring
(leave that BLANK if you're changing a model with a single texture!)
Prefix: (file name of the DDS you are replacing)
You can see the DDS names that the Model uses in Modules-Cutscenes Editor-Model Data on that model you have to select in the Cutscenes (Shift+D)
So, as of 1.5, is there any way of using the same texture file for multiple textures in the model?
For example, can you remove the archon's energy aura composed of 6-8 different textures using only 1-2 blank textures? Making multiple Texture data objects to match the IDs in the model and setting them to the same file doesn't work, regardless of whether you use the same slot or different ones. Using only one Texture object and declaring several textures in the model with the same slot doesn't work either.
Do the Texture object names have to match up with the Prefix+Substring in the Texture Declarations of the Model?
Overall the system seems very unstable and obscure. In-editor display doesn't work even with a 1 second timer, though I get a different error in the empty demo map I made than in my "main" map. ("main" map: "couldn't find texture <ID> with expression "none" ; demo: selection of texture with catalog entry <ID> not possible)
@DrSuperEvil: Go
I don't see that in the events, it either wasn't there to begin with or i did in fact delete it,
but i just chose to go with a different model, worked, easier, less stress, same result, partially disappointed, nonetheless relieved to move on with my life
I use the powers of all the dark to gods to cast animate dead upon this topic.
Raynor decals, anyone found a way to change em?
You need to use the decals slot to change decals for some reason, main, body etc does not work.
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
Also, most decals do not require you to set up the model at all. You can just set up a texture, use the decal slot (or use one of the predefined decal textures) then use the actor message. I didn't test it for raynor specifically, but it works for most models using a decal.
Well yeah that seems to be my problem, it works for most models, but not raynor.
@BorgDragon: Go
Could someone do this over with the 1.5 buttons? I have no idea what is in the red circle in the second image. I would have been able to find it in the old editor.
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@DarcZaFire: Go
Go up to window then model data or Shift+D should give you the same thing he has in those images.
So does anyone know what you would put in the prefix section for the Protoss Pylon Unpowered Grid model?
I have been trying to change the texture to see if it would make a good Aura Model
and im always getting the error that there is no mapping to main
i have tried body none and head none seem to work so im assuming its the prefix.
Any help would be greatly appreciated
Just use the entire name of the texture (PylonRadiusUnpowered.dds) as Prefix and for the Trigger On Substring field:
This is the PylonRadiusUnpowered model with a texture called ZergRadius1.dds