The fire anims probably will be a pain to get to work since those textures sometimes use different values to what it says in the editor. Try messing with capitals and adding a _ between the X4.
I'm more concerned about the actual blade than the fire- I'm making stone-textured zealots (and both types of dark templars) and the zealot's translucent shiny blades really stand out
I was able to, through this guide, to apply most of the retextures that I want. However, I have a couple of questions:
What do I do if I have one texture that is used as both emissive and specular? (in my case, it is CommandCenter_Emissive, which is used both as emissive and specular)
I put retextures of CommandCenter_Diffuse and CommandCenter_Emissive in it's "main" slot (main.diffuse and main.emissive respectively) (both are material #1 of the Command Center model). However, I want to add retextures of CommandConstruction_Diffuse (material #2) and ComstatPlanetary_Diffuse (material #5) as well. In which slot do I put each of those?
You can make a unit use a custom death actor. I would recommend copying the default UnitDeathModel actor, set it up accordingly and link it in the Death Actor Model of your unit actor.
Sorry to bring up such an old post, but I am exactly trying to change the textures of a death model, and am having difficulty in doing so. What is to "set the UnitDeathModel actor accordingly" in this case? And how do I link it with the death model of my unit actor? In the "Actor: Copy Source" field (like other actors based on UnitDeathModel seem to do) or through normal actor-model linkage?
The Set Tint Color actor event. Still has uses in combination with texture select by id but used to be abused in that people thought it was the only way to make units with the same model look different. Also people used to make them not just a slight shade more green, it was full 100% hulking green.
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Screenshot2012-10-21_11_53_07.jpg
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What I'm saying is, you're trying to apply the texture from one model to an entirely different model, which is why it doesn't look right. Unless that's what you were going for and I missed something :)
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Awesome thank you so much and you provided a map that is even better i really appreciate it!
Having issues replacing the XelNagaGlass diffuse texture on the shapes. Anyone else have this?
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
Anyone had any luck changing zealot blade textures (the blade itself or the flame animation)? I can't seem to figure out the slot for them..
@PirateArcade | I make games | Ask me things on Discord
What you changing the emissive to?
The fire anims probably will be a pain to get to work since those textures sometimes use different values to what it says in the editor. Try messing with capitals and adding a _ between the X4.
Try main, generic01, body or in worst case decal.
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
I'm more concerned about the actual blade than the fire- I'm making stone-textured zealots (and both types of dark templars) and the zealot's translucent shiny blades really stand out
@PirateArcade | I make games | Ask me things on Discord
Set the emissives to a black texture.
Aslo consider setting team colour to a 0 multiplier.
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 was able to, through this guide, to apply most of the retextures that I want. However, I have a couple of questions:
What do I do if I have one texture that is used as both emissive and specular? (in my case, it is CommandCenter_Emissive, which is used both as emissive and specular)
I put retextures of CommandCenter_Diffuse and CommandCenter_Emissive in it's "main" slot (main.diffuse and main.emissive respectively) (both are material #1 of the Command Center model). However, I want to add retextures of CommandConstruction_Diffuse (material #2) and ComstatPlanetary_Diffuse (material #5) as well. In which slot do I put each of those?
Sorry to bring up such an old post, but I am exactly trying to change the textures of a death model, and am having difficulty in doing so. What is to "set the UnitDeathModel actor accordingly" in this case? And how do I link it with the death model of my unit actor? In the "Actor: Copy Source" field (like other actors based on UnitDeathModel seem to do) or through normal actor-model linkage?
This is a texture I painted in Photoshop today :P
It's pretty cool but as much as I like something feels a tad "off".
@JacktheArcher: Go
I just fixed it :P
Anyone still remember the days when tinting roaches a was still cool?
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
:P you are SOOO wc3 :P
@Taintedwisp: Go
Thats much better before that knob area felt out of place.
@DrSuperEvil: Go
What's tinting?
@JacktheArcher: Go
The Set Tint Color actor event. Still has uses in combination with texture select by id but used to be abused in that people thought it was the only way to make units with the same model look different. Also people used to make them not just a slight shade more green, it was full 100% hulking green.
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 have been trying to make this pylon from Thrikodias' Assets collection.
So far I have replaced the dark pylon textures with the khala pylon textures.
I used the dark protoss upgrade to apply the texture to the pylon and this is what I got.
@SolidSC: Go
You're problem is the Khala Pylon uses the Monolith model, not the Pylon model, which is why the texture does not wrap properly to the normal Pylon.
@Kanitala: Go I used the dark protoss upgrade to apply the Mod texture to the pylon.
@DrSuperEvil: Go
Sorry I was joking... Geuss it was hard to tell.
@SolidSC: Go
What I'm saying is, you're trying to apply the texture from one model to an entirely different model, which is why it doesn't look right. Unless that's what you were going for and I missed something :)