A duplicate zergling model using different texture file paths may not have the freezing issues. I think the problem is only when you try to replace existing game files.
I'll look into it, but lately i've been swamped with real-life work.
Yes, the static portrait is an image by itself. Assuming the "Mercenary Firebats portrait diffuse" that you changed is the right file (the diffuse map for the animated portrait model), it'll only change the animated portrait's appearance.
@UltiDrgn:
That's a lot of files... lol. Not sure if i have time to work on that. Maybe you can invest on a program that generates it for you.. xD
Mite be able to just make quick and dirty maps, just so you can start putting your models ingame, if that's what you're looking for.
@UltiDrgn: Go
Can't you use megaupload, and just leave it uploading while you're away?
@Karawasa: Go
What kind of coloring are you hoping for? Tinting? or actual painting of the icon into a full colored picture?
@Xeridanus: Go
I posted about this problem, but the only responders were people that also had the problem... But i clearly see custom graphics being used ingame perfectly fine, hopefully someone who has gotten it working can comment on how it works for them.
There seems to be a problem with making replacement textures after the new patch. It freezes up my editor whenever i try to display a zergling with a different skin. It's not just limited to me, there seems to be others with the same problem. I'm thinking everyone has the same issue.
I think this problem may prevent me from continuing the project for now... ;[
@jaxter184: Go Thanks, i just took the FX from a previous project of mine. I've been thinking of making a small banner for this place to be placed on my sig or anyone who wants to help promote. I want it small, so that it can fit on anyone's sig area, even if they already have stuff in there. Any ideas?
So i've been updating the first post, but i'm not sure who i should credit for these:
liftdown.dds
liftup.dds
wireframezeratul1.dds
wireframezeratul2.dds
wireframezeratul3.dds
wireframezeratul4.dds
I think jaxter started them, and draconis fixed them up. Maybe i should just make a section of "joint effort" pieces? Where i list all parties involved in completing the piece...
I was thinking of putting it under the person that started the icon with an annotation by the texture name listing the artist(s) that helped finish.
Below is just the preview image that i'll be using for the zeratul wireframes.
@Keyeszx: Go
Make sure you close the new file that the editor always opens on startup, and don't confuse it for your map that has kerrigan imported. Check import menu to see if the file is there, and selecting it will display the preview image on the right. Which should show a reddish shoulder/arm area.
Make sure you have all the correct dependencies to have kerrigan as a unit.
@Keyeszx:
I'm not sure whats going on, but when i was trying to do the zergling skin change, it kept crashing my editor when i tried to view the new zergling. It worked after a couple attempts, but most of the time it would almost freeze up my editor.
My PC is pretty powerful, so i'm not sure what is causing this problem, hopefully blizzard didn't put in some way to prevent us from replacing their existing files after patch 1.2.
Same thing is happening to me when i'm trying to view the kerrigan skin from jaxter, its freezing up my editor. But after waiting a minute or two it actually shows up, and it looks like it's displaying correctly. Kerrigan with a red patch around shoulders and arms.
@jaxter184: Go
Did you intend to put red all over the shoulder in the kerrigan texture? There's an alpha channel, but there's also a large amount of red in the RGB channels in the same masked region.
Make sure you have the dependencies required for Kerrigan
First, open up Import module (F9 key)
Select "Import Files..." from right-click menu inside the white space (or Ctrl+I)
Deselect everything, and select the file you want to import ("Kerrigan_diffuse.dds"). Press OK.
Right click "Kerrigan_diffuse.dds" that shows up in the file structure and select "Move Files..." (Ctrl+M)
Select "New Path:" radio button, and enter "Assets/Textures/" into the text box. Press OK.
File -> Save (or Ctrl+S), and exit the editor completely, and re-open Galaxy Editor and open your file.
Put a Kerrigan unit out and marvel at the skin change! D:
Note: keep in mind that the file structure must show correctly inside the import editor as "Assets/Textures/" to successfully replace the original texture.
@jaxter184:
Textures aren't packed into the model files, only the data on how to skin the model using the external texture files. They are named *_diffuse.dds
All you have to do is edit Kerrigan_diffuse.dds and re-import it, then move it into the same folder as the original (ie, Assets/Textures/) within the import module.
Imported files supersede default files when the game loads the data.
Yeah would be cool if he posted an image and indicated where he wants color. Or i guess you could "surprise" him.
Just realize I've fallen behind on updating the first page, but i'll catch up on all of it today.
@jaxter184: Go
All you have to do is take the _diffuse.dds files and add in an alpha layer. The team color shows through on invisible sections of the alpha (aka the darker shades with black being completely the team color).
So you would add an alpha layer to kerrigan_diffuse.dds, and then paint sections where you want the team color to show up. This may or may not work automatically, since I believe there is a flag inside the model files that decide whether or not team colors will be represented by the diffuse map alpha channel.
Been very busy lately, all these things that require going into 3DSMax will have to wait. But if someone else wants to work on it, i'd be willing to help you fix up the model files to work with your new textures, since its basically just importing, change a setting, and exporting again.
@Zarakk: Go The only way to know for sure is to let me/us try.
Modesty aside, nothing so far has been challenging. But i also dropped my standards for quality in order to finish all this stuff in the least time possible.
I think it's important to be as specific as you can in requests, figuring out exactly what people want is sometimes the hardest part when artistic skill/ability isn't an issue.
@Redknox1994: Go time and patience is my biggest enemy. But this request actually interests me, so patience won't be an issue.
A duplicate zergling model using different texture file paths may not have the freezing issues. I think the problem is only when you try to replace existing game files.
I'll look into it, but lately i've been swamped with real-life work.
@Segento: Go
Yes, the static portrait is an image by itself. Assuming the "Mercenary Firebats portrait diffuse" that you changed is the right file (the diffuse map for the animated portrait model), it'll only change the animated portrait's appearance.
@UltiDrgn: Go Can't you use megaupload, and just leave it uploading while you're away?
@Karawasa: Go What kind of coloring are you hoping for? Tinting? or actual painting of the icon into a full colored picture?
@Xeridanus: Go I posted about this problem, but the only responders were people that also had the problem... But i clearly see custom graphics being used ingame perfectly fine, hopefully someone who has gotten it working can comment on how it works for them.
@Keyeszx: Go
yea i spoke on the issue previously... it freezes up my editor too. And i have impressive specs.
@Redknox1994: Go Sorry red, i'll keep trying. Don't know why it freezes like that.
Finally caught up on all the posted graphics... D:! Maintenance Completed!
@Redknox1994: Go
There seems to be a problem with making replacement textures after the new patch. It freezes up my editor whenever i try to display a zergling with a different skin. It's not just limited to me, there seems to be others with the same problem. I'm thinking everyone has the same issue.
I think this problem may prevent me from continuing the project for now... ;[
@jaxter184: Go Thanks, i just took the FX from a previous project of mine. I've been thinking of making a small banner for this place to be placed on my sig or anyone who wants to help promote. I want it small, so that it can fit on anyone's sig area, even if they already have stuff in there. Any ideas?
So i've been updating the first post, but i'm not sure who i should credit for these:
I think jaxter started them, and draconis fixed them up. Maybe i should just make a section of "joint effort" pieces? Where i list all parties involved in completing the piece...
I was thinking of putting it under the person that started the icon with an annotation by the texture name listing the artist(s) that helped finish.
Below is just the preview image that i'll be using for the zeratul wireframes.
@Keyeszx: Go Make sure you close the new file that the editor always opens on startup, and don't confuse it for your map that has kerrigan imported. Check import menu to see if the file is there, and selecting it will display the preview image on the right. Which should show a reddish shoulder/arm area.
Make sure you have all the correct dependencies to have kerrigan as a unit.
@jaxter184: Go Did you intend to put red all over the shoulder in the kerrigan texture? There's an alpha channel, but there's also a large amount of red in the RGB channels in the same masked region.
@Keyeszx: Go
Note: keep in mind that the file structure must show correctly inside the import editor as "Assets/Textures/" to successfully replace the original texture.
@jaxter184: Go All you have to do is take the _diffuse.dds files and add in an alpha layer. The team color shows through on invisible sections of the alpha (aka the darker shades with black being completely the team color).
So you would add an alpha layer to kerrigan_diffuse.dds, and then paint sections where you want the team color to show up. This may or may not work automatically, since I believe there is a flag inside the model files that decide whether or not team colors will be represented by the diffuse map alpha channel.
Been very busy lately, all these things that require going into 3DSMax will have to wait. But if someone else wants to work on it, i'd be willing to help you fix up the model files to work with your new textures, since its basically just importing, change a setting, and exporting again.
@Zarakk: Go The only way to know for sure is to let me/us try.
Modesty aside, nothing so far has been challenging. But i also dropped my standards for quality in order to finish all this stuff in the least time possible.
I think it's important to be as specific as you can in requests, figuring out exactly what people want is sometimes the hardest part when artistic skill/ability isn't an issue.
@Redknox1994: Go time and patience is my biggest enemy. But this request actually interests me, so patience won't be an issue.