Did some testing and I believe that the texture Glow_Green3.dds is the culprit, however, no matter what I tried, in game I kept getting the error "CACtor blah blah No mapping for slot main". So I tried replacing a different texture in the same slot and sure enough, it allowed the change.
Looks like Omni Lights are the only option, as far as I can tell.
@DrSuperEvil: Go
Hmm? Colossus beam texture? I'm not following. Where should I have used a colossus beam color? On the Adun lightning bolt??
Which beta unit does it remind you of? I never followed the Beta nor have I looked into it. All I ever saw were a few Blizzard videos show casing Mothership pwnage in the form of Planet Cracker and whatnot.
@ScorpSCII: Go
Nice Barracks. Definitely has that "frozen over" look to it. Spot on.
Just an update post of a new "uber" unit I am currently working on in spare time. I use Texture Select By ID on EVERYTHING that makes a difference for this unit. From glows, "shockwave" effects, particles, you name it, I change it with just TSBID.
Here's a preview, of what you can do, above and beyond just changing a skin's diffuse/emissive/specular.
There is no "SetTint" actor events used at all.
And no, the Uber is not the selected Sentry :)
Also, right click and select view image to see it full size.
Slight update to the tutorial. I've been receiving alot of PMs for assistance and whatnot, and so I changed a few things to make it more clear and obvious.
Moved the Addendum about inlcuding the _ in Prefix and Substring, will be seen BEFORE, not after the work is done
Updated the Texture Declarations+ pic with the _
Slight rewording of the Addendum in the Textures section
Slight shifting of 1 or 2 phrases, better placed, promotes continuity/less interruptions
Since adding the _ within the Prefix/Substring section of the tutorial, added color and removed the underlining of keywords.
Lemme look into the deglow... I know you can deglow a Defiler Bones(campaign Zerg Research item has a yellow glow around it, and a long while back I managed to remove the glow and use just the bones as a doodad in some lava... might be as simple as deglowing the Defiler Bones.
But that will have to wait until tomorrow at the earliest.
Every subfolder in the Materials folder of the model(viewable from inside the Previewer) has at least 1 texture that you should be able to switch out.
The full path of the texture is available for viewing, and it will give you the Texture Type/Slot, usually Emissive/ Diffuse/ Normal/ Specular/ Decal. I haven't seen any models that have a different texture type/slot than the 5 I listed. As Kueken said, there's absolutely no need for a list.
If people have difficulty getting a certain texture to work from a certain model, they can always make a post or send a PM to myself, or any other who won't mind answering stuff.
... I finally managed to modify the Zealot's Psi Blade fire and it was much easier than I remember it being last time I tried(when I first made the tutorial). It seems to be somewhat dependent on the slot it uses... since I was using a regular Zealot with no "primary" texture swapping, I was trying to modify the blade's fire by using the Main slot. Even if the texture declaration points to the proper place (Prefix FireAnim_ and Substring _X4LightBlue) it would change the main body of the zealot. Once I changed the slot from Main to Body, it modified the blades fire.
Most texture files turn this into utter crap. However, I found a few textures of sizes (1000x100 or thereabouts) turn the fire into 'lightning' type effect. Since the fire from the blade is team color dependent, it turns it into red lightning.
Oh, as well, the texture file uses slot body.diffuse. I tried using body.emissive, but it does not change anything when I do this... at least so far.
Little video of it in effect...
Imagine what you see in the video(long, thin lines) being squares instead, for the textures that make it look like crap.
EDIT: Watched the video and the effect seems a little out of focus. It looks a bit more 'lightning' like in game.
Also, if your model has 2 "main" texture sets for it (like the firebat, one for the body, and one for the arms) just use the slot main(or any other) for the body section, and slot hair (or whatever you like(as long as it's not main) for the arms.
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@Kueken531: Go
That was one bit of info I kept forgetting to edit into the tutorial. It has now been done, near the end of the tutorial in the Slots subsection.
@DrSuperEvil: Go
Nice! That's pretty cool.
Did some testing and I believe that the texture Glow_Green3.dds is the culprit, however, no matter what I tried, in game I kept getting the error "CACtor blah blah No mapping for slot main". So I tried replacing a different texture in the same slot and sure enough, it allowed the change.
Looks like Omni Lights are the only option, as far as I can tell.
@DrSuperEvil: Go
Actually, it is not shooting a colossus beam skyward. It's shooting the EyeofAdunCharge beam.
as to the pic...
I do have to say the pic does look familiar, perhaps I've seen it on these forums before. Looks... pretty spot on. I'm sad -_-.
I find that overall, protoss units are lacking in "uber-attachment-ness" and I thought I'd finally come up with something decent looking...
EDIT: Oh ya, a slight update to the tutorial... nothing major... actually so minor it's inconsequential.
@DrSuperEvil: Go Hmm? Colossus beam texture? I'm not following. Where should I have used a colossus beam color? On the Adun lightning bolt??
Which beta unit does it remind you of? I never followed the Beta nor have I looked into it. All I ever saw were a few Blizzard videos show casing Mothership pwnage in the form of Planet Cracker and whatnot.
@ScorpSCII: Go Nice Barracks. Definitely has that "frozen over" look to it. Spot on.
Just an update post of a new "uber" unit I am currently working on in spare time. I use Texture Select By ID on EVERYTHING that makes a difference for this unit. From glows, "shockwave" effects, particles, you name it, I change it with just TSBID.
Here's a preview, of what you can do, above and beyond just changing a skin's diffuse/emissive/specular.
There is no "SetTint" actor events used at all.
And no, the Uber is not the selected Sentry :)
Also, right click and select view image to see it full size.
@DrSuperEvil: Go
Really?? That's just messed up. Well, more proof that people don't fully read the tutorial I guess.
Slight update to the tutorial. I've been receiving alot of PMs for assistance and whatnot, and so I changed a few things to make it more clear and obvious.
@ScorpSCII: Go
What do you mean, models?
The actor points to the model itself so... Obviously?
Sorry, I'm just a little confused.
@greythepirate: Go
Lemme look into the deglow... I know you can deglow a Defiler Bones(campaign Zerg Research item has a yellow glow around it, and a long while back I managed to remove the glow and use just the bones as a doodad in some lava... might be as simple as deglowing the Defiler Bones.
But that will have to wait until tomorrow at the earliest.
@iE4TM4PS: Go
Every subfolder in the Materials folder of the model(viewable from inside the Previewer) has at least 1 texture that you should be able to switch out.
The full path of the texture is available for viewing, and it will give you the Texture Type/Slot, usually Emissive/ Diffuse/ Normal/ Specular/ Decal. I haven't seen any models that have a different texture type/slot than the 5 I listed. As Kueken said, there's absolutely no need for a list.
If people have difficulty getting a certain texture to work from a certain model, they can always make a post or send a PM to myself, or any other who won't mind answering stuff.
@b0ne123: Go
Oh.. i just reread it. It does indeed say 'It is'. I had read it as 'Is it' hahah, hence why I replied an answer, my bad.
@b0ne123: Go
Ya, it's more than likely going to be AnimFireGhost4_2.dds. The other ones are smoke and a glow.
... I finally managed to modify the Zealot's Psi Blade fire and it was much easier than I remember it being last time I tried(when I first made the tutorial). It seems to be somewhat dependent on the slot it uses... since I was using a regular Zealot with no "primary" texture swapping, I was trying to modify the blade's fire by using the Main slot. Even if the texture declaration points to the proper place (Prefix FireAnim_ and Substring _X4LightBlue) it would change the main body of the zealot. Once I changed the slot from Main to Body, it modified the blades fire.
Most texture files turn this into utter crap. However, I found a few textures of sizes (1000x100 or thereabouts) turn the fire into 'lightning' type effect. Since the fire from the blade is team color dependent, it turns it into red lightning.
Oh, as well, the texture file uses slot body.diffuse. I tried using body.emissive, but it does not change anything when I do this... at least so far.
Little video of it in effect...
Imagine what you see in the video(long, thin lines) being squares instead, for the textures that make it look like crap.
EDIT: Watched the video and the effect seems a little out of focus. It looks a bit more 'lightning' like in game.
And whooray for crashing!
@Kueken531: Go
Also, if your model has 2 "main" texture sets for it (like the firebat, one for the body, and one for the arms) just use the slot main(or any other) for the body section, and slot hair (or whatever you like(as long as it's not main) for the arms.