I am still struggling with the XelNaga Obelisk. It seems using the methods described I am only capable of changing the diffuse or the emissive..not both. I assume this is because it lacks a real prefix, and I am using the main slot for both. Anyone have any ideas?
Should work just like anything else. For the prefix, it is irrelevant, if there is an underscore in it or not. If you want to change diffuse and emissive, make sure to only use 1 Texture Declaration with 2 entries, not 2 separate Declarations (it works sometimes, but tends to malfunction)
You can use main for both, just make sure to set the slots for the textures to main.diffuse and main.emissive
Still, many seemingly absolute random malfunctions for this method. I wanted to re-texture a high Templar, and it would not accept the main slot. I made the declarations using main, but only textures with head slot worked (even though the declaration still uses main, which should make it not work at all... blows my mind for now ;) )
If I set the slot to main.emissive instead of just main, the texture doesn't show up....regardless of what combination of main and texture I put in the slot/substring in texture declarations.
If I set the slot to main.emissive instead of just main, the texture doesn't show up....regardless of what combination of main and texture I put in the slot/substring in texture declarations.
Don't do this for the texture declaration in the model, only for the texture itself
If I do it for just the texture itself it doesn't show up.
Sorry if it seems like I am being obstinate, I really appreciate the help. But yeah I can't get it to work using main.emissive or main.diffuse on just the texture (or on the texture period). If I put anything but main in the slot it just doesn't show up.
Now I need to figure out how to change the glowy stuff around and below it. Expect me to come back asking for more help after a couple hours of failure. These glowy things seem like they are a bit more complicated as well because their textures are actually grey but they show up as blue on the model. Not sure how that happens.
Alright, I didn't even make it to two hours. I am really confused by how you determine the slot name for a material. In the tutorial example, how does Borg decide that the slot for the dreadlocks is called 'hair'?
I am trying to change something from the second materials category on the Obelisk but I cannot figure out what to name the slot. Everything I try to put in just gets reset to 'none' in the Texture Declarations.
Alright, I didn't even make it to two hours. I am really confused by how you determine the slot name for a material. In the tutorial example, how does Borg decide that the slot for the dreadlocks is called 'hair'?
I am trying to change something from the second materials category on the Obelisk but I cannot figure out what to name the slot. Everything I try to put in just gets reset to 'none' in the Texture Declarations.
The slot usually doesn't matter. There is a list of keywords you can use, for example main, head, hair, body, generic01 - generic05, campaign and some more. Just pick one of em. (I cannot understand, why you can put in a string here instead of just a dropdown menu with extensions)
Hair just seemed like the logical choice for the zealot dreads :)
Are you sure it doesn't matter? I tried a lot of them on the list and none of them did anything for altering the swirly effects. I was just hoping there was a way to detect which one it should be. Oh well, I have switched to using the Zhakul Das Obelisk instead, which doesn't have as many swirly effects. Looks pretty good, except for a little bit of green swirly effects at the bottom I can't seem to change. I am going to try creating another actor at the bottom with the appropriate color to see if I can't just cover it up.
Thank you for all your help. I am going to keep working on the swirley stuff, that map really helps.
Here is a new question though:
I read earlier in the thread that if you try to use a texture that cannot display correctly it will show up as the Team Color of the unit, because underneath the textures is a team color layer. Does that mean that we can modify a texture (in photoshop or gimp or something) to show team colors on a unit that doesn't already?
I read earlier in the thread that if you try to use a texture that cannot display correctly it will show up as the Team Color of the unit, because underneath the textures is a team color layer. Does that mean that we can modify a texture (in photoshop or gimp or something) to show team colors on a unit that doesn't already?
The statement was not entirely correct. For some models, certain textures "malfunction" (try to add specular textures to an immortal for example - it will glow in team color).
I am not sure, where Team Color areas are defined, but it seems to be not that simple.
Could you re-formulate your question? Not sure, I understand you correctly.
If you fill in the Slot, no texture window is supposed to open.
I was watching a video of this being done and after entering "main.diffuse" in the "Slot" the video said to then pick your diffuse texture and was looking though a window with textures. Perhaps i will try to follow the instructions again and see were i made the wrong turn. But so far i have not found a window that lists all the textures.
That is while you are defining the texture itself, in the textures section of the Data editor. After declaring the slots on the model, you have to create a texture to put into those slots. In that texture in the data editor, you have to define what slot the texture is supposed to go into as well as pick the texture asset itself. There are very few fields for textures, so it shouldn't be hard to find once you create a texture.
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Try the previewer?
Try Decal_Terran_ as a prefix and _0002_01 as the trigger on string.
Also you tried the Decal 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
@DrSuperEvil: Go
yes to all of those.
it didnt work btw, tis what I was trying to say.
I am still struggling with the XelNaga Obelisk. It seems using the methods described I am only capable of changing the diffuse or the emissive..not both. I assume this is because it lacks a real prefix, and I am using the main slot for both. Anyone have any ideas?
Should work just like anything else. For the prefix, it is irrelevant, if there is an underscore in it or not. If you want to change diffuse and emissive, make sure to only use 1 Texture Declaration with 2 entries, not 2 separate Declarations (it works sometimes, but tends to malfunction)
You can use main for both, just make sure to set the slots for the textures to main.diffuse and main.emissive
Still, many seemingly absolute random malfunctions for this method. I wanted to re-texture a high Templar, and it would not accept the main slot. I made the declarations using main, but only textures with head slot worked (even though the declaration still uses main, which should make it not work at all... blows my mind for now ;) )
If I set the slot to main.emissive instead of just main, the texture doesn't show up....regardless of what combination of main and texture I put in the slot/substring in texture declarations.
Don't do this for the texture declaration in the model, only for the texture itself
If I do it for just the texture itself it doesn't show up.
Sorry if it seems like I am being obstinate, I really appreciate the help. But yeah I can't get it to work using main.emissive or main.diffuse on just the texture (or on the texture period). If I put anything but main in the slot it just doesn't show up.
Scratch my previous post, I tried it out and you are right, it did not work.
It seems, that for this model, you also need to specify the slot in the model declarations to main.diffuse etc.
You are my hero.
Now I need to figure out how to change the glowy stuff around and below it. Expect me to come back asking for more help after a couple hours of failure. These glowy things seem like they are a bit more complicated as well because their textures are actually grey but they show up as blue on the model. Not sure how that happens.
Alright, I didn't even make it to two hours. I am really confused by how you determine the slot name for a material. In the tutorial example, how does Borg decide that the slot for the dreadlocks is called 'hair'?
I am trying to change something from the second materials category on the Obelisk but I cannot figure out what to name the slot. Everything I try to put in just gets reset to 'none' in the Texture Declarations.
The slot usually doesn't matter. There is a list of keywords you can use, for example main, head, hair, body, generic01 - generic05, campaign and some more. Just pick one of em. (I cannot understand, why you can put in a string here instead of just a dropdown menu with extensions)
Hair just seemed like the logical choice for the zealot dreads :)
Are you sure it doesn't matter? I tried a lot of them on the list and none of them did anything for altering the swirly effects. I was just hoping there was a way to detect which one it should be. Oh well, I have switched to using the Zhakul Das Obelisk instead, which doesn't have as many swirly effects. Looks pretty good, except for a little bit of green swirly effects at the bottom I can't seem to change. I am going to try creating another actor at the bottom with the appropriate color to see if I can't just cover it up.
No idea what your problem is with removing the top swirls.
Bottom did not wor so far, I don't know, which texture is responsible for it.
Thank you for all your help. I am going to keep working on the swirley stuff, that map really helps.
Here is a new question though:
I read earlier in the thread that if you try to use a texture that cannot display correctly it will show up as the Team Color of the unit, because underneath the textures is a team color layer. Does that mean that we can modify a texture (in photoshop or gimp or something) to show team colors on a unit that doesn't already?
The statement was not entirely correct. For some models, certain textures "malfunction" (try to add specular textures to an immortal for example - it will glow in team color).
I am not sure, where Team Color areas are defined, but it seems to be not that simple.
I tried this for SpecialOps Dropship and... Nothing happened, I really don't have any idea...
------Spliter----------Ok, I tried it with Raven's skin, it worked fine, but with my own custom skin...............NOOOO!!!!!
may be Starcraft only allow to use Blizzard Signed textures...
------Spliter----------Nevermind, I saved the DDS in a wrong format... XD
Question, when i type "main.diffuse" in the "Slot" the texture window does not come up?
@b8factor: Go
Could you re-formulate your question? Not sure, I understand you correctly.
If you fill in the Slot, no texture window is supposed to open.
I was watching a video of this being done and after entering "main.diffuse" in the "Slot" the video said to then pick your diffuse texture and was looking though a window with textures. Perhaps i will try to follow the instructions again and see were i made the wrong turn. But so far i have not found a window that lists all the textures.
That is while you are defining the texture itself, in the textures section of the Data editor. After declaring the slots on the model, you have to create a texture to put into those slots. In that texture in the data editor, you have to define what slot the texture is supposed to go into as well as pick the texture asset itself. There are very few fields for textures, so it shouldn't be hard to find once you create a texture.