@Kanitala: Go
Yea, Applying the mod texture to the monolith is the main goal. Replacing the dark pylon texture with the mod texture was a small test for me, so that I can better understand how to put the mod texture on the monolith. So far I have been able to accomplish this but that was only done with the diffuse texture. When I try to put all the textures on the monolith I get errors. Example: CActorUnit[Monolith] Cannot select texture with texture catalog entry
How do you know exactly what slot something is is? The only two slots I'm aware of are "main" and "hair". Is there any indication of which slot a material applies to? In the original post for the zealot, it says the material is for his Dreadlocks, but it doesn't say anything about which slot the texture applies to? How do you know for certain?
The reason I ask is because I imported a tent model from WoW Model viewer. There is a different material for the sides of the tent, the top of the tent, and a wood post inside of the tent. How do I figure out which slots to use for each texture?
Slots can be almost anything although decals are more fussy. Use main and generic01 and if those fail, experiment. The part that follows as to whether it is the diffuse, emissive of specular is more important.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
From what ive seen, and from my limited understanding, it looks like the wow models just use diffuses. Hm, i have no idea how im going to figure out the slots if those dont work :/
EDIT: Ahh, I'm starting to understand it now. So the slot doesn't actually mean anything per se; its mostly just a way to link the texture that you are diffusing to the texture that you are replacing (which you basically assign in the texture dependency).
So I know of 3 slots that work: main, hair, and decal. I read somewhere that there are at least 30 of them- not sure if that's true or not. I wish I knew more. But at the very least, I'm beginning to understand this method and how awesome it is.
Some models use multiple diffuse textures so to replace all the diffuses you need to use a different slot for each.
Well the tutorial does meantion 16 of the slots that are known.
Some models are harder to retexture than others but it is worth it. For example the shape models you need to set the team colour to black before you can retexture them.
On a side note, the dark protoss in the campaign were there first.
Only slot that seems to matter is decal for replacing decals.
Darnit. It's like Raynor's decal, they both seem to reference in game textures, but don't use them in the model itself. I suppose I can replace the texture of the weapon with a team coloured version
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Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
So I am working on a map/mod that will allow players to toggle between using the "Stronger Team Colors" mod textures in the lobby. It's working really well right now with a handful of exceptions and I was hoping you guys might be able to help me out.
First I am having trouble changing the main diffuse texture for the Hatchery, Spine Crawler, Robotics Support Bay, and Overseer. If anyone knows the correct Prefix/Suffix or slot to use to reach them it would be awesome. I can live without Robotics Bay or Overseer changing if I have to, but I think hatchery and spine crawler really need to.
Second, there is some amount of complication with units that morph. For instance, vikings display the correct texture when they are in fighter mode, and when they are in assault mode...but I am struggling to get them to display the correct texture while switching between the two. Zerglings are probably the biggest issue. When upgraded with speed they lose their specialized texture and I can't seem to find any way to fix it. Most of the other units with visual upgrades work fine...but Zerglings are completely broken.
And finally, I am having trouble using the actor creation event to change the textures for the carrier and the void ray. Does it have something to do with how they spawn? I can change their textures fine with triggers, but using the actor events I haven't managed it yet.
Any thoughts? I would really appreciate any help. I will release the map and mod file so anyone can use it for their own stuff once I am finished.
Alright I was able to figure out carrier/void rays. It was because of how they 'warp in' instead of just popping in. I was able to circumvent it using something similar to the timer method in the original post for showing the new textures in the map editor. But I am still struggling with everything else I mentioned.
Sweet! That crosses vikings and zerglings off my list. Thanks a lot!
I am still not sure why hatchery and spine crawlers wont switch. I checked the model and the prefix should be correct. I did about 100 of these and the only ones that didn't work at all were Hatchery, Overseer, Spine Crawler and Robotics Support Bay. I double checked each to compare the prefix with the texture on the model itself and it seems fine. I thought it might be something similar to the carrier but even using a timer the texture still doesn't change for the hatchery.
Has anyone been able to modify the hatchery textures?
Using the whole texture name solved Hatchery, Overseer and Spine Crawler. Still nothing on Robotics. I realized that I actually had the wrong prefix (it's RoboticSupport instead of RoboticsSupport) but even correcting it I still can't get working. It's by far the least important one though so I am just not going to worry about it.
Thanks for all of your help.
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@Kanitala: Go Yea, Applying the mod texture to the monolith is the main goal. Replacing the dark pylon texture with the mod texture was a small test for me, so that I can better understand how to put the mod texture on the monolith. So far I have been able to accomplish this but that was only done with the diffuse texture. When I try to put all the textures on the monolith I get errors. Example: CActorUnit[Monolith] Cannot select texture with texture catalog entry
Finding textures that look good on other models is a long process although some textures can be considered universal.
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 just started this tutorial but I can't find the Previewer :
Did that change during an update ?
@Sanguinax: Go
Since Update 1.5.0 it has been replaced by the Cutscene editor, if I'm not mistaken. However, you can use the Cutscene editor just like the Previewer.
@MrGliath: Go
OK I wasn't sure, so now I'll have to find the equivalence in that menu.
Read post #345.
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 do you know exactly what slot something is is? The only two slots I'm aware of are "main" and "hair". Is there any indication of which slot a material applies to? In the original post for the zealot, it says the material is for his Dreadlocks, but it doesn't say anything about which slot the texture applies to? How do you know for certain?
The reason I ask is because I imported a tent model from WoW Model viewer. There is a different material for the sides of the tent, the top of the tent, and a wood post inside of the tent. How do I figure out which slots to use for each texture?
Slots can be almost anything although decals are more fussy. Use main and generic01 and if those fail, experiment. The part that follows as to whether it is the diffuse, emissive of specular is more important.
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
From what ive seen, and from my limited understanding, it looks like the wow models just use diffuses. Hm, i have no idea how im going to figure out the slots if those dont work :/
EDIT: Ahh, I'm starting to understand it now. So the slot doesn't actually mean anything per se; its mostly just a way to link the texture that you are diffusing to the texture that you are replacing (which you basically assign in the texture dependency).
So I know of 3 slots that work: main, hair, and decal. I read somewhere that there are at least 30 of them- not sure if that's true or not. I wish I knew more. But at the very least, I'm beginning to understand this method and how awesome it is.
@watterboy1: Go
Some models use multiple diffuse textures so to replace all the diffuses you need to use a different slot for each.
Well the tutorial does meantion 16 of the slots that are known.
Some models are harder to retexture than others but it is worth it. For example the shape models you need to set the team colour to black before you can retexture them.
On a side note, the dark protoss in the campaign were there first.
Only slot that seems to matter is decal for replacing decals.
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'm looking to find a way of replacing Zeratul's green glow on his blade and origin with team colored versions, any ideas?
That would require altering the model.
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
Darnit. It's like Raynor's decal, they both seem to reference in game textures, but don't use them in the model itself. I suppose I can replace the texture of the weapon with a team coloured version
Nevermind, got it working very shortly after I posted.
So I am working on a map/mod that will allow players to toggle between using the "Stronger Team Colors" mod textures in the lobby. It's working really well right now with a handful of exceptions and I was hoping you guys might be able to help me out.
First I am having trouble changing the main diffuse texture for the Hatchery, Spine Crawler, Robotics Support Bay, and Overseer. If anyone knows the correct Prefix/Suffix or slot to use to reach them it would be awesome. I can live without Robotics Bay or Overseer changing if I have to, but I think hatchery and spine crawler really need to.
Second, there is some amount of complication with units that morph. For instance, vikings display the correct texture when they are in fighter mode, and when they are in assault mode...but I am struggling to get them to display the correct texture while switching between the two. Zerglings are probably the biggest issue. When upgraded with speed they lose their specialized texture and I can't seem to find any way to fix it. Most of the other units with visual upgrades work fine...but Zerglings are completely broken.And finally, I am having trouble using the actor creation event to change the textures for the carrier and the void ray. Does it have something to do with how they spawn? I can change their textures fine with triggers, but using the actor events I haven't managed it yet.Any thoughts? I would really appreciate any help. I will release the map and mod file so anyone can use it for their own stuff once I am finished.
Alright I was able to figure out carrier/void rays. It was because of how they 'warp in' instead of just popping in. I was able to circumvent it using something similar to the timer method in the original post for showing the new textures in the map editor. But I am still struggling with everything else I mentioned.
Sure you are using the _ symbol in the prefix and the correct capitalization?
There is a Viking Morph model used by the Assault Morph Model actor, set that up to be swapped.
Zerglings use a Model Swap event action, just set up the other model to be texture swapped as 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
Sweet! That crosses vikings and zerglings off my list. Thanks a lot!
I am still not sure why hatchery and spine crawlers wont switch. I checked the model and the prefix should be correct. I did about 100 of these and the only ones that didn't work at all were Hatchery, Overseer, Spine Crawler and Robotics Support Bay. I double checked each to compare the prefix with the texture on the model itself and it seems fine. I thought it might be something similar to the carrier but even using a timer the texture still doesn't change for the hatchery.
Has anyone been able to modify the hatchery textures?
Remember hatchery has about 5 different textures you must rig for swapping.
If in doubt just use the whole texture name as the prefix.
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
Using the whole texture name solved Hatchery, Overseer and Spine Crawler. Still nothing on Robotics. I realized that I actually had the wrong prefix (it's RoboticSupport instead of RoboticsSupport) but even correcting it I still can't get working. It's by far the least important one though so I am just not going to worry about it.
Thanks for all of your help.