Hello, thanks for the tutorial! But I am having a bunch of issues and cannot get it to work. I'm trying to replace one of the BloodSplats textures to use a sponsor logo in place of it. I cannot for the life of me get it to work. What am I doing wrong?
Hey man, I am not sure why you are having trouble with getting the textures to swap but I might recommend trying a different model. You will find in this thread a model that Zolden made for me specifically for this purpose.
So in HotS none of the baneling textures seem to be working. Anyone have any ideas on how to fix it? The prefix doesn't seem to have changed...
Edit Okay the problem was pretty obvious and I feel bad about myself for not finding it before posting. HotS actually uses a different baneling model than WoL does. Called "Baneling Ex1". It uses the same prefix as the normal baneling model so all you have to do is copy your texture declarations over to the new model.
I wonder why they are using a new model? It appears identical to the old one.
Is there a simple way to restore the textures back to the default?
edit* Nevermind, got it working. I had tried TextureResetToDefault and wasn't able to get it work before but I think I had just messed something up because now it's working fine.
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.
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?
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.
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.
That is while you are defining the texture itself, in the textures section of the Data editor. After declaring the slots on the model, you have to create a texture to put into those slots. In that texture in the data editor, you have to define what slot the texture is supposed to go into as well as pick the texture asset itself. There are very few fields for textures, so it shouldn't be hard to find once you create a texture.
Thank you for all your help. I am going to keep working on the swirley stuff, that map really helps.
Here is a new question though:
I read earlier in the thread that if you try to use a texture that cannot display correctly it will show up as the Team Color of the unit, because underneath the textures is a team color layer. Does that mean that we can modify a texture (in photoshop or gimp or something) to show team colors on a unit that doesn't already?
Are you sure it doesn't matter? I tried a lot of them on the list and none of them did anything for altering the swirly effects. I was just hoping there was a way to detect which one it should be. Oh well, I have switched to using the Zhakul Das Obelisk instead, which doesn't have as many swirly effects. Looks pretty good, except for a little bit of green swirly effects at the bottom I can't seem to change. I am going to try creating another actor at the bottom with the appropriate color to see if I can't just cover it up.
Alright, I didn't even make it to two hours. I am really confused by how you determine the slot name for a material. In the tutorial example, how does Borg decide that the slot for the dreadlocks is called 'hair'?
I am trying to change something from the second materials category on the Obelisk but I cannot figure out what to name the slot. Everything I try to put in just gets reset to 'none' in the Texture Declarations.
Now I need to figure out how to change the glowy stuff around and below it. Expect me to come back asking for more help after a couple hours of failure. These glowy things seem like they are a bit more complicated as well because their textures are actually grey but they show up as blue on the model. Not sure how that happens.
If I do it for just the texture itself it doesn't show up.
Sorry if it seems like I am being obstinate, I really appreciate the help. But yeah I can't get it to work using main.emissive or main.diffuse on just the texture (or on the texture period). If I put anything but main in the slot it just doesn't show up.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Is anyone aware of a way to show different textures for different players?
Hey man, I am not sure why you are having trouble with getting the textures to swap but I might recommend trying a different model. You will find in this thread a model that Zolden made for me specifically for this purpose.
I am not really sure, maybe. Probably has something to do with the new HotS unlockable skins.
So in HotS none of the baneling textures seem to be working. Anyone have any ideas on how to fix it? The prefix doesn't seem to have changed...
Edit Okay the problem was pretty obvious and I feel bad about myself for not finding it before posting. HotS actually uses a different baneling model than WoL does. Called "Baneling Ex1". It uses the same prefix as the normal baneling model so all you have to do is copy your texture declarations over to the new model.
I wonder why they are using a new model? It appears identical to the old one.
Is there a simple way to restore the textures back to the default?
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.
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?
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.
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.
Nevermind, got it working very shortly after I posted.
That is while you are defining the texture itself, in the textures section of the Data editor. After declaring the slots on the model, you have to create a texture to put into those slots. In that texture in the data editor, you have to define what slot the texture is supposed to go into as well as pick the texture asset itself. There are very few fields for textures, so it shouldn't be hard to find once you create a texture.
Thank you for all your help. I am going to keep working on the swirley stuff, that map really helps.
Here is a new question though:
I read earlier in the thread that if you try to use a texture that cannot display correctly it will show up as the Team Color of the unit, because underneath the textures is a team color layer. Does that mean that we can modify a texture (in photoshop or gimp or something) to show team colors on a unit that doesn't already?
Are you sure it doesn't matter? I tried a lot of them on the list and none of them did anything for altering the swirly effects. I was just hoping there was a way to detect which one it should be. Oh well, I have switched to using the Zhakul Das Obelisk instead, which doesn't have as many swirly effects. Looks pretty good, except for a little bit of green swirly effects at the bottom I can't seem to change. I am going to try creating another actor at the bottom with the appropriate color to see if I can't just cover it up.
Alright, I didn't even make it to two hours. I am really confused by how you determine the slot name for a material. In the tutorial example, how does Borg decide that the slot for the dreadlocks is called 'hair'?
I am trying to change something from the second materials category on the Obelisk but I cannot figure out what to name the slot. Everything I try to put in just gets reset to 'none' in the Texture Declarations.
You are my hero.
Now I need to figure out how to change the glowy stuff around and below it. Expect me to come back asking for more help after a couple hours of failure. These glowy things seem like they are a bit more complicated as well because their textures are actually grey but they show up as blue on the model. Not sure how that happens.
If I do it for just the texture itself it doesn't show up.
Sorry if it seems like I am being obstinate, I really appreciate the help. But yeah I can't get it to work using main.emissive or main.diffuse on just the texture (or on the texture period). If I put anything but main in the slot it just doesn't show up.