Also, do you guys have any idea how to apply the cloaked effect (the blue stuff around cloaked units)? I found models of the cloak effect (a flat protoss thing with the cloak thing above it and a carrier above that flat thing), and there's also a red cloak model like that as well, so I think it should be possible to swap the blue cloak texture for the red one if someone knew how those were applied to units...
I am currently playing around with this, and I get flooded with errors. They seem to be absolutely random and persistent.
For example I modify the thor to use a texture, works nicely.
Then, I want his cannons to use another texture. Doesnt work, the whole thor uses his standard textures again.
I revert the last change, but the error messages persist, even though the setup is the EXACT same thing as before, where it worked...
Resetting and re-doing everything does wor sometimes, but not always.
€ apparently, creating a new texture and assigning a slot causes the error o_o
Even if I do not use this texture or prepare the model to use it; as soon as I assign a slot for it, the thor malfunctions xD. The texture does not have the slightest connection to the thor.
Explanation please?
€€ also, how to adress the cannons? In the materials , you can see "Thor_Cannons_Diffuse.dds", so I tried Thor_Cannons_ as Prefix and react on Diffuse substring, also Thor_ and react on Cannons_Diffuse and several other combinations.
Seems two textures cannot reference the same texture file without both failing.
For your second question. This is a problem the merc firebat model also has in that the texture names displayed are not those that work. The Texture Declarations - Adaptions - Properties fields alledgedly can fix this somehow if the file name is wrong. Do not know how though.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Body is Zhakul'Das Obelisk Diffuse, Emissive and Specular, Cannons are Zhakul'Das Libary Diffuse, Emissive and Specular (well, nothing new, since you used the Obelisk textures to great success already :) )
So why did you not use the obelisk texture on the cannons as well?
I did not find a way, does it work for you?
If I create a new texture object, the error you mentioned occurs, and both textures get unuseable
If I use the same texture object twice on one model, one of them does not seem to work.
This made me think, I cannot reference the cannons before. But even after changing it, it didn't work at first.
Surprized you got the specular working as well since lurker pretty much refuses to use most speculars without glowing like a streetlight
Did not encounter any problem with it so far. However the green is very bright. I reduced the HDR multiplier to 0.5, it looks better imo (the screen is HDR 1, though)
Also, without the specular and emissive, it looks not quite as good.
Another thing for the tutorial: I encountered a reproducable crash when modifying the models:
If you delete declarations and adaptions (not sure if both or just one of them), make sure to delete them from the bottom to the top. Deleting the middle or top of 3 will cause the editor to crash.
Same thing might occur when deleting the entire model with multiple declarations and adaptions, should delete them manually first (from bottom to top of course :) )
Will give it a go in my spare time but if you allocated both textures to the same slot it should just change both with one Texture Select By Id Event
With lurker it just shines in the team colour if you put on any emmissive that is not very dim and you need to reduce the HDR so much you cannot see the diffuse very well.
Ya, thanks for figuring out that crash Kueken. I've had it happen to me quite a few times but could not consistently reproduce it because I guess sometimes I would delete just the bottom instead of it all or something.
I feel it should be mentioned this method also works beautifully to re-texture a model with custom textures, not just in game ones. Saved me a bunch of time!
I feel it should be mentioned this method also works beautifully to re-texture a model with custom textures, not just in game ones. Saved me a bunch of time!
@DrSuperEvil: Go
Still working on those arms for the firebat :\
Just tried them, they worked flawlessly. Firebat uses 2 sets of textures: Firebat_Diffuse/Specular/Emissive (the body) and FirebatMercenary_Diff/Spec/Em (the arms)
Do not apply the same textures for the body and the arms, it won't work. 2 different textures work just nicely, however.
Body: Dark Assimilator Diffuse, Assimilator Emissive Red, Dark Assimilator Specular
Shoulders: Zhakul'Das Obelisk Diff/Em/Spec
It followed me home... can I keep it? :D
Also works the other way around: Radioactive Man anyone? ;)
Just tried them, they worked flawlessly. Firebat uses 2 sets of textures: Firebat_Diffuse/Specular/Emissive (the body) and FirebatMercenary_Diff/Spec/Em (the arms)
Same as the firebat mercenary too, so if you update one tex, you can use it on both (kind of nice.)
Took me a bit to find out how to apply it to both the arms and body at the same time.
I used the firebat diffuse material assigned to the main.diffuse slot, and the firebatmercenary diffuse material to the head.diffuse slot.
Once caveat is for some reason, you have to define the head diffuse in the texture declarations first, then the main diffuse, otherwise the head doesn't show up. Not sure why....
edit: this only appears to be the case when using imported textures, however. I tried it with default textures, and there wasn't an issue.
been there, done that(different slots)... ill post a screen after work of my texture declaration+ on my firebat
When I saw your thor ( I did not know thor's was not just 1 texture) I tried it out with the thor and it worked on the first shot. I managed to get the body white and the cannons blue. So then I went and tried it on the firebat and for some reason it won't work... *shrug*
@DrSuperEvil: Go
I can confirm that last part...
Thx for the help guys :)
Also, do you guys have any idea how to apply the cloaked effect (the blue stuff around cloaked units)? I found models of the cloak effect (a flat protoss thing with the cloak thing above it and a carrier above that flat thing), and there's also a red cloak model like that as well, so I think it should be possible to swap the blue cloak texture for the red one if someone knew how those were applied to units...
@TheAlmaity: Go
I would probably just flag the unit as cloaked and detected ;)
@Kueken531: Go
Yea, but that doesnt let us use red cloak :(
Try modifying the CloakBlobTile texture?
Edit: simple solution go to the CloakModel model and swap the model for TerranCloakingEffect
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 am currently playing around with this, and I get flooded with errors. They seem to be absolutely random and persistent.
For example I modify the thor to use a texture, works nicely.
Then, I want his cannons to use another texture. Doesnt work, the whole thor uses his standard textures again.
I revert the last change, but the error messages persist, even though the setup is the EXACT same thing as before, where it worked...
Resetting and re-doing everything does wor sometimes, but not always.
€ apparently, creating a new texture and assigning a slot causes the error o_o
Even if I do not use this texture or prepare the model to use it; as soon as I assign a slot for it, the thor malfunctions xD. The texture does not have the slightest connection to the thor.
Explanation please?
€€ also, how to adress the cannons? In the materials , you can see "Thor_Cannons_Diffuse.dds", so I tried Thor_Cannons_ as Prefix and react on Diffuse substring, also Thor_ and react on Cannons_Diffuse and several other combinations.
Seems two textures cannot reference the same texture file without both failing.
For your second question. This is a problem the merc firebat model also has in that the texture names displayed are not those that work. The Texture Declarations - Adaptions - Properties fields alledgedly can fix this somehow if the file name is wrong. Do not know how 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
Yay, the cannons work.
Well, whatever, success shall be seen:
Body is Zhakul'Das Obelisk Diffuse, Emissive and Specular, Cannons are Zhakul'Das Libary Diffuse, Emissive and Specular (well, nothing new, since you used the Obelisk textures to great success already :) )
Looks much better on Thor than it does on Odin.
So why did you not use the obelisk texture on the cannons as well?
Surprized you got the specular working as well since lurker seems to pretty much refuse to use most speculars without glowing like a thousand suns.
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 did not find a way, does it work for you?
If I create a new texture object, the error you mentioned occurs, and both textures get unuseable
If I use the same texture object twice on one model, one of them does not seem to work.
This made me think, I cannot reference the cannons before. But even after changing it, it didn't work at first.
Did not encounter any problem with it so far. However the green is very bright. I reduced the HDR multiplier to 0.5, it looks better imo (the screen is HDR 1, though)
Also, without the specular and emissive, it looks not quite as good.
Another thing for the tutorial: I encountered a reproducable crash when modifying the models:
If you delete declarations and adaptions (not sure if both or just one of them), make sure to delete them from the bottom to the top. Deleting the middle or top of 3 will cause the editor to crash.
Same thing might occur when deleting the entire model with multiple declarations and adaptions, should delete them manually first (from bottom to top of course :) )
Will give it a go in my spare time but if you allocated both textures to the same slot it should just change both with one Texture Select By Id Event
With lurker it just shines in the team colour if you put on any emmissive that is not very dim and you need to reduce the HDR so much you cannot see the diffuse very well.
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
Ya, thanks for figuring out that crash Kueken. I've had it happen to me quite a few times but could not consistently reproduce it because I guess sometimes I would delete just the bottom instead of it all or something.
Still working on those arms for the firebat :\
I did that, and just one of the textures worked.
saves map space as well :)
Awesome tutorial. Thanks so much.
I feel it should be mentioned this method also works beautifully to re-texture a model with custom textures, not just in game ones. Saved me a bunch of time!
@Kueken
Thats for sure!!
And yet there are still several fields that are unknown.
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
Just tried them, they worked flawlessly. Firebat uses 2 sets of textures: Firebat_Diffuse/Specular/Emissive (the body) and FirebatMercenary_Diff/Spec/Em (the arms)
Do not apply the same textures for the body and the arms, it won't work. 2 different textures work just nicely, however.
Body: Dark Assimilator Diffuse, Assimilator Emissive Red, Dark Assimilator Specular
Shoulders: Zhakul'Das Obelisk Diff/Em/Spec
It followed me home... can I keep it? :D
Also works the other way around: Radioactive Man anyone? ;)
@Kueken531: Go
Same as the firebat mercenary too, so if you update one tex, you can use it on both (kind of nice.)
Took me a bit to find out how to apply it to both the arms and body at the same time.
I used the firebat diffuse material assigned to the main.diffuse slot, and the firebatmercenary diffuse material to the head.diffuse slot.
Once caveat is for some reason, you have to define the head diffuse in the texture declarations first, then the main diffuse, otherwise the head doesn't show up. Not sure why....
edit: this only appears to be the case when using imported textures, however. I tried it with default textures, and there wasn't an issue.
@Kueken531: Go
Odd... I cannot seem to get the arms colored. What slot do you have them on? Main, body?
I've tried everything possible. And yes, I've used FirebatMercenary and Firebat diffuses and all the above. *shrug*
EDIT: Ok nevermind. I read snappy's post. main for the body and head for the arms... lol weird.
I tried several slots, like main,head, campaign, generic01,hair... they all work just fine. Just make sure the arms and the body use different slots.
@Kueken531: Go
been there, done that(different slots)... ill post a screen after work of my texture declaration+ on my firebat
When I saw your thor ( I did not know thor's was not just 1 texture) I tried it out with the thor and it worked on the first shot. I managed to get the body white and the cannons blue. So then I went and tried it on the firebat and for some reason it won't work... *shrug*
And now the big question. Why does the Colossus not like the sludgewater texture?
Also I have no probs with normal firebats, it is specificly the devildog (merc firebats) that give problems
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