OK. So I got the firebat arms to properly switch textures... all I did was add an Underscore to my Prefix. It used to be FirebatMercenary, and now the prefix is FirebatMercenary_, and it works fine.
However, the Thor does not use any _ in the Prefix... WTF?
Well I'm speechless. What slot you use for that? I used main slot and for some reaon it refused to use sludge water and came up with some error ingame about finding the texture with an expression of 1.
With the same setup It could use any texture with diffuse in the name but would not use other textures. Know the reason for this?
I used colossus_ as the prefix and _diffuse as the trigger on substring.
Attached the map to the previous post, so you can have a look (I did not use any macros, as I do not know how to use them, just duplicated and added stuff manually).
I use the main slot as well. The only difference to other models I see so far would be, that the Colossus uses lower case pre- and suffixes. I don't know, if the fields are case sensitive, but I used "colossus_" as a prefix and "_diffuse" as substring. However, you used the same, if your last post was case sensitive ;)
It might be worth mentioning, that I used a new model object instead of the basic colossus one, maybe that makes a difference?
Also, you did use the sludgewater texture only in one texture object, right?.
These are the obelisk textures with a modified emissive. I added a different color and slightly different modifications each time (like adding random horizontal or vertical lines or copy all lines and add them mirrored)
Also note that the emissive textures, due to them being almost completely black, only have a compressed size of 30-80 kb each, so this complete thor package would be about 250-300 kb?
Those Thors look awesome. Too bad I already have a Thor hero :/ Well, lets see if anything else awesome pops up I can use, lol. Once I try messing around with this again I'll try out some units as well and post results
The yellow (line across gun barrel) and purple (thick lines) ones dont look as refined as the others.
The modifications I made are not very sophisticated. Just added some random stuff here and there, I cannot really create real custom skins, so the results are kind of random as well.
This is great stuff, opens new worlds of data editing and special unit designs.
That being said, anyone figure out how to get that damn glow off Tassadar and the Preservers? I tried following the steps and replacing the Emissive (EnergyPlane3.dds) with a blank texture, no luck.
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Devildog works just the same as the usual firebat for me.
arms too?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Model: FirebatMercenary
Arms: charcrystalhuge
Body: charrocklarge
Man, we need to create some kind of gallery and make someone put this on the front page. This stuff looks plain awesome!
When I have some free time was thinking of making a map for the mass sampling of different texture combinations using a macro for the events.
Maybe make one in the Art Assets fourm for people to post their various cool skins of models
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@DrSuperEvil: Go
OK. So I got the firebat arms to properly switch textures... all I did was add an Underscore to my Prefix. It used to be FirebatMercenary, and now the prefix is FirebatMercenary_, and it works fine.
However, the Thor does not use any _ in the Prefix... WTF?
@BorgDragon: Go
I always use underscores, however sometimes they seem to be not necessary. I could not see a pattern yet, though.
I used underscore and it didnt work. Still leaves the mystery of the fussy colossus though.
Found an interesting SM texture for a zerg fly might look good on several zerg units since it has the right shape.
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
whats wrong with your Colossus? I tried applying the sludgewater.dds as diffuse texture and it worked.
Some other trys in the picture
Well I'm speechless. What slot you use for that? I used main slot and for some reaon it refused to use sludge water and came up with some error ingame about finding the texture with an expression of 1.
With the same setup It could use any texture with diffuse in the name but would not use other textures. Know the reason for this?
I used colossus_ as the prefix and _diffuse as the trigger on substring.
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
Attached the map to the previous post, so you can have a look (I did not use any macros, as I do not know how to use them, just duplicated and added stuff manually).
I use the main slot as well. The only difference to other models I see so far would be, that the Colossus uses lower case pre- and suffixes. I don't know, if the fields are case sensitive, but I used "colossus_" as a prefix and "_diffuse" as substring. However, you used the same, if your last post was case sensitive ;)
It might be worth mentioning, that I used a new model object instead of the basic colossus one, maybe that makes a difference?
Also, you did use the sludgewater texture only in one texture object, right?.
Yup strange still you say you used a seperate model. I think we might find great interest in the difference.
Only difference seems to be Occlusion and the cameras used.
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
@Kueken531: Go
Damn, those lava looking firebats are pretty f-ing sweet!
I second the gallery idea as well.
I say it needs 6-10 pics per post minimum and no repeats. High graphics settings and 6+ different units per pic (size of unit depending min 2).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Starting to collect...
These are the obelisk textures with a modified emissive. I added a different color and slightly different modifications each time (like adding random horizontal or vertical lines or copy all lines and add them mirrored)
Also note that the emissive textures, due to them being almost completely black, only have a compressed size of 30-80 kb each, so this complete thor package would be about 250-300 kb?
Why do I feel you have just started someone working on a map with those as the heroes.
The yellow (line across gun barrel) and purple (thick lines) ones dont look as refined as the others.
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
Those Thors look awesome. Too bad I already have a Thor hero :/ Well, lets see if anything else awesome pops up I can use, lol. Once I try messing around with this again I'll try out some units as well and post results
Whats wrong with spicing it up a little? ;) For the next version of HLW, I will probably modify some of the existing hero textures as well.
The modifications I made are not very sophisticated. Just added some random stuff here and there, I cannot really create real custom skins, so the results are kind of random as well.
Can't you make some sort of overlay outlining the various thor parts from the original texture and use that as a guide?
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 am sure I could, but I am lazy :D
This is great stuff, opens new worlds of data editing and special unit designs.
That being said, anyone figure out how to get that damn glow off Tassadar and the Preservers? I tried following the steps and replacing the Emissive (EnergyPlane3.dds) with a blank texture, no luck.