Is there a way to change the file the textures are called, and still link up with the model?
for example extracting a custom npc, uses humanfemale.m3 + body.tga + hair01.tga
now thats fine if only importing 1 custom npc into sc2
however the 2nd entirely different custom character imported also uses "body.tga" and even sometimes the same hair path
so is there a way to change the filenames of the textures?
Also...is it possible to make the .tga textures into .dds and still work? to save space...if not...whats the best method to shrink down a 1MB .tga...with some quality loss is ok...
Is there a way to change the file the textures are called, and still link up with the model?
for example extracting a custom npc, uses humanfemale.m3 + body.tga + hair01.tga
now thats fine if only importing 1 custom npc into sc2
however the 2nd entirely different custom character imported also uses "body.tga" and even sometimes the same hair path
so is there a way to change the filenames of the textures?
Also...is it possible to make the .tga textures into .dds and still work? to save space...if not...whats the best method to shrink down a 1MB .tga...with some quality loss is ok...
oops in my previous post im not using r436 thats old one
i was using WMV_Binary_v0701_r462_Win32
and it would not export the hair.tga correctly
so are there specifc settings i need to set for custom model?
because i am using r462 (WMV_Binary_v0701_r462_Win32)
and custom model hair.tga did not work
im using the latest version WMV_Binary_v0701_r462_Win32 on the downloads page
and i still cannot export custom model (unique models work) (custom models work right? only the helmet, shoulders, equipment dont?)
when i try to export custom model, it saves the hair.tga as an unreadable file of 18 bytes
anyone know how to fix this? i've tried several versions of the viewer since the announcement that custom models could be exported
have quick questions about this
do we leave "initial pose only" checked or unchecked when exporting?
also what animations do we rename (attack, run, stand) to so they work in starcraft2?
how do we setup the animations in galaxy editor?
thanks