Kueken was replacing the texture on the shoulder of the firebat, and the texture used by its shoulder is FirebatMercenary_Diffuse.
But, somehow, after you replaced the texture, then you go to your texture tab and create another texture object called FireBat_Diffuse, which is the same name as the texture used by Firebat by default, and give it a slot as the same as the one you use in the texture declaration of Firebat's model.
The texture on the firebat's shoulder, has been set to default and the body texture of Firebat changed into that battlecruiser_diffuse which was first used for firebat's shoulder.
Firebat Shoulder's texture effect is decided by FirebatMercenary_diffuse, this doesn't affect the body of firebat.
In the texture declaration tab, Kueken typed in FirebatMercenary_diffuse, not the firebat_diffuse. Firebat_Diffuse.dds is the texture for the firebat body.
After you replaced the texture by Firebat's Actor, you create a new texture object called FireBat_Diffuse, and set it to the same slot as the replacing texture.
The texture on the firebat's shoulder which was the battlecruiser_diffuse is taking effect on the Firebat_Diffuse, and showed up on Firebat's body.
-------
Wierd and interesting...
It might be some ID crush...
Yea it's ID crush... when I changed the texture object Firebat_Diffuse's ID into Firebat_DiffuseX, the bug is gone...
does this mean that we can simply just create 2 texture objects to replace the texture????????LOL
------
I'd say, yes we can............
I deleted the edited model of the firebat, and I set the Firebat_Diffuse's ID back to Firebat_Diffuse, and leave the actor and the Battlecruiser_Diffuse there.
The texture replacing still works... and I bet Kueken has found a new way of doing texture replacing!!!!!!!!!!! Congrats!!!!!!!!!!!
-------
Damn.... you found a big secret, Blizzard is going to cry!
My conclusion is, Blizzard made their default textures hidden, and Blizzard is using the name of texture files as their ID.
Kueken eventually activated the hidden default texture objects and gave it a slot. then this texture is opend for texture replacement.. So we just use our Actor to select another texture that uses the same slot.... Hoho, now we got an easier way for replacing textures.
I promise it won't mess up, but for some textures like Glow_purple1.dds, if you don't set it a good rare slot, there will be some conflict happen in the future when another model has the same texture you want to use..
OMG = =..... I just imagined there is more and more this kind of thing hidden in StarCraft2Editor....LOL
I tested add, remove and set properties, tried in many ways, and I can't get the specular map work like emissive.
and I bet it won't work untill forever. I think it is model's problem. Because the texture effect are already been defined in the Model when they were in 3DsMax.
There is no way to change the effect which is already been defined after it's been produced. The model defines that FireBat_Emissive will taking effect of glowing, and now we try to let FireBat_Specuar to take emissive effect, it's not possible because only the file named FireBat_Emissive.dds will take the glowing effect. That's why it will glow if we use FireBat_Specular.dds to replace the FireBat_Emissive.dds.
The slot on the model, is simply the texture file names on the model.
so, Firebat_Diffuse.dds on the model of Firebat.m3 can be seen as a slot, and the slot effect will always remain the same. This is why we can put normal map into Diffuse.dds' slot and the total model is becoming growthy orange.
Lemme look into the deglow... I know you can deglow a Defiler Bones(campaign Zerg Research item has a yellow glow around it, and a long while back I managed to remove the glow and use just the bones as a doodad in some lava... might be as simple as deglowing the Defiler Bones.
But that will have to wait until tomorrow at the earliest.
cool cool. I imagine it can be done (there's a thread elsewhere where someone accidentally de-glowed tassadar), and that I just don't know enough about this texture select method. I can use placeholders for a day :P
I'm really excited about the dynamically changing unit textures- I tried playing around with the actor events a couple months ago to no avail. This certainly opens up some interesting possibilities
I've been trying to swap the texture of the Fire Medium doodad for the past 3 hours with literally no visible success. I've had success following your tutorial, and when swapping the ghost's textures, but for this I've had so much trouble...
I set the Textures Declarations+ as best I can, but I think that might be where the issue is. In the model previewer, the textures are called Flame3_Diffuse and Flame3_Emissive, so I tried both Flame3 and Flame3_ as the prefix. Neither worked. As well, I tried using main, main.diffuse, and main.emissive for each of the slots with no success there either. I'm trying to apply the 'blue' fire texture to replace the regularly orange. Is this possible? =x
That method is actually what I tried right off the bat, but it didn't work.
Why?
Got me. It just didn't. It still doesn't. I think it's just something with the model, or texture, or something. Maybe I'm doing it wrong? I hope not...it's pretty simple, lol.
If you can get it working for the Fire Medium model, please let me know.
Edit: Well.
I just tried it again because I figured "Why not? It would only take like 20 seconds."
And it worked.
I don't...I'm so confused. Ugh. Whatever. ><
@Kueken531: Go
Forget what I did say before..my bad.
This is found by Kueken531.
Ok, here.
Kueken was replacing the texture on the shoulder of the firebat, and the texture used by its shoulder is FirebatMercenary_Diffuse.
But, somehow, after you replaced the texture, then you go to your texture tab and create another texture object called FireBat_Diffuse, which is the same name as the texture used by Firebat by default, and give it a slot as the same as the one you use in the texture declaration of Firebat's model.
The texture on the firebat's shoulder, has been set to default and the body texture of Firebat changed into that battlecruiser_diffuse which was first used for firebat's shoulder.
Firebat Shoulder's texture effect is decided by FirebatMercenary_diffuse, this doesn't affect the body of firebat.
In the texture declaration tab, Kueken typed in FirebatMercenary_diffuse, not the firebat_diffuse. Firebat_Diffuse.dds is the texture for the firebat body.
After you replaced the texture by Firebat's Actor, you create a new texture object called FireBat_Diffuse, and set it to the same slot as the replacing texture.
The texture on the firebat's shoulder which was the battlecruiser_diffuse is taking effect on the Firebat_Diffuse, and showed up on Firebat's body.
-------Wierd and interesting...
It might be some ID crush...
Yea it's ID crush... when I changed the texture object Firebat_Diffuse's ID into Firebat_DiffuseX, the bug is gone...
does this mean that we can simply just create 2 texture objects to replace the texture????????LOL
------I'd say, yes we can............
I deleted the edited model of the firebat, and I set the Firebat_Diffuse's ID back to Firebat_Diffuse, and leave the actor and the Battlecruiser_Diffuse there.
The texture replacing still works... and I bet Kueken has found a new way of doing texture replacing!!!!!!!!!!! Congrats!!!!!!!!!!!
-------Damn.... you found a big secret, Blizzard is going to cry!
My conclusion is, Blizzard made their default textures hidden, and Blizzard is using the name of texture files as their ID.
Kueken eventually activated the hidden default texture objects and gave it a slot. then this texture is opend for texture replacement.. So we just use our Actor to select another texture that uses the same slot.... Hoho, now we got an easier way for replacing textures.
I promise it won't mess up, but for some textures like Glow_purple1.dds, if you don't set it a good rare slot, there will be some conflict happen in the future when another model has the same texture you want to use..
OMG = =..... I just imagined there is more and more this kind of thing hidden in StarCraft2Editor....LOL
and, Orz...
And, then it's not a Bug anymore...
@DrSuperEvil: Go
I tried that, not working..
Could you please be more specific about the details of what you did?
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 tested add, remove and set properties, tried in many ways, and I can't get the specular map work like emissive.
and I bet it won't work untill forever. I think it is model's problem. Because the texture effect are already been defined in the Model when they were in 3DsMax.
There is no way to change the effect which is already been defined after it's been produced. The model defines that FireBat_Emissive will taking effect of glowing, and now we try to let FireBat_Specuar to take emissive effect, it's not possible because only the file named FireBat_Emissive.dds will take the glowing effect. That's why it will glow if we use FireBat_Specular.dds to replace the FireBat_Emissive.dds.
The slot on the model, is simply the texture file names on the model.
so, Firebat_Diffuse.dds on the model of Firebat.m3 can be seen as a slot, and the slot effect will always remain the same. This is why we can put normal map into Diffuse.dds' slot and the total model is becoming growthy orange.
I was refering to what you said earlier about the texture defaulting to something. I did not quite understand what you altered to do that.
Edit: now understand what you are doing.
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
Can we use this to de-glow the preservers?
I've been trying to no avail- Perhaps since they each have 2 emissives?
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
Lemme look into the deglow... I know you can deglow a Defiler Bones(campaign Zerg Research item has a yellow glow around it, and a long while back I managed to remove the glow and use just the bones as a doodad in some lava... might be as simple as deglowing the Defiler Bones.
But that will have to wait until tomorrow at the earliest.
@BorgDragon: Go
cool cool. I imagine it can be done (there's a thread elsewhere where someone accidentally de-glowed tassadar), and that I just don't know enough about this texture select method. I can use placeholders for a day :P
I'm really excited about the dynamically changing unit textures- I tried playing around with the actor events a couple months ago to no avail. This certainly opens up some interesting possibilities
@PirateArcade | I make games | Ask me things on Discord
Look at this for what you can do with it.
http://www.sc2mapster.com/forums/resources/project-workplace/23636-contest-themed-creature-vote-now/#p10
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
pffft, I've already seen those. Think bigger.
@PirateArcade | I make games | Ask me things on Discord
Such as?
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 swap the texture of the Fire Medium doodad for the past 3 hours with literally no visible success. I've had success following your tutorial, and when swapping the ghost's textures, but for this I've had so much trouble...
I set the Textures Declarations+ as best I can, but I think that might be where the issue is. In the model previewer, the textures are called Flame3_Diffuse and Flame3_Emissive, so I tried both Flame3 and Flame3_ as the prefix. Neither worked. As well, I tried using main, main.diffuse, and main.emissive for each of the slots with no success there either. I'm trying to apply the 'blue' fire texture to replace the regularly orange. Is this possible? =x
@Zetal: Go
Why not just use an actor SetTintColor message? Work's just as well.. although that's besides the point I guess.
Thanks for the quick response. =)
That method is actually what I tried right off the bat, but it didn't work. Why? Got me. It just didn't. It still doesn't. I think it's just something with the model, or texture, or something. Maybe I'm doing it wrong? I hope not...it's pretty simple, lol. If you can get it working for the Fire Medium model, please let me know.
Edit: Well. I just tried it again because I figured "Why not? It would only take like 20 seconds." And it worked. I don't...I'm so confused. Ugh. Whatever. ><
Yeah for some reason particle emmitters like fires seem quite resilient to change.
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'll show you. In time. Once I get back to my house full of artist slaves...
@BorgDragon: Go
Any luck de-glowing the dudes?
@PirateArcade | I make games | Ask me things on Discord
@Kueken531: Go
Does the same work for portraits?
Yes, just modify the portrait actor and model.
Have a look at BorgDragon's Creature Contest submission, afaik he changed the texture of the portrait.
Anyone played with the Enable Render To Texture event yet?
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