The main issue is finding a suitable model. Using the numberstextdecal.dds as an example decals with multiple variations often just take a chunk of the texture. If a texture appears as opaque or clear depends on what layer you save it as in the art program you used.
In my demo map I used a Model actor which I set to be created based on a behaviour however you could equally use a Doodad actor. If you check the model actor you will see it has an event that sets the scale of the host using the ::Host system reference.
Did you set the nuke animation brackets correctly?
Sounds like you are setting up your model under the Models data type incorrectly.
You set the decal model up so it could be texture swapped?
Under actor events use a Set Team Color event action to set all the HDR multipliers to 0 and then a Set Tint Color event action to adjust the HDR multiplier of your texture.
Read the texture select by ID tutorial since slots are whatever you choose to use to refer to a specific texture and is all in how you set the model up.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The main issue is finding a suitable model. Using the numberstextdecal.dds as an example decals with multiple variations often just take a chunk of the texture. If a texture appears as opaque or clear depends on what layer you save it as in the art program you used.
In my demo map I used a Model actor which I set to be created based on a behaviour however you could equally use a Doodad actor. If you check the model actor you will see it has an event that sets the scale of the host using the ::Host system reference.
Did you set the nuke animation brackets correctly?
Sounds like you are setting up your model under the Models data type incorrectly.
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 found setting the emissive and specular to 0 and then the texture diffuse to 10x worked ok for my walker.
I find the cursor splat models are good alternatives.
Decals mostly share a single texture and take small squares out of it similar to smoke effect frames.
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
You set the decal model up so it could be texture swapped?
Under actor events use a Set Team Color event action to set all the HDR multipliers to 0 and then a Set Tint Color event action to adjust the HDR multiplier of your texture.
Read the texture select by ID tutorial since slots are whatever you choose to use to refer to a specific texture and is all in how you set the model up.
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
Check the Infect Creep demo map under my data assets if it still works.
Also this might help:
http://www.sc2mapster.com/forums/development/map-development/53033-google-earth-google-image-import/#posts
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