It seems there was a pretty significant update at some point: You can now create multiple texture objects for the same texture file, even using different slots, and it will work properly (thanks Bommes for notifying me).
In this testmap, I use the Zhakul Das Obelisk Emissive texture to swap out 4 textures of the Thor, the body diffuse and emissive as well as the cannon diffuse and emissive, without reimporting the texture or anything.
Textures still have the slot field, usually on the top or bottom (depending how you sorted). Make sure your view options are configured properly,mainly Table View should be enabled.
I have the feeling trying to do these kinds of modifications coming strait from terraining might be too far over my head. Is there any chance someone will do an updated tutorial for texture customization?
Granted, its not the easiest thing to do, but its not that hard either, once you get the hang of it. And you have to start somewhere, the data editor is a complex tool, there are very few tasks that are trivial to do. Even just creating a working unit causes headaches to beginners.
I think this tutorial is obsolete. Nothing looks the same and nothing happens when I press ctr shift v. There is no previewer in the data menu.
The previewer got replaced by the Cutscene Editor (Shift + F7). To find the materials here, search and add your model, then right-click it and select Show Model Data, which should be similar to the previewer screen shown in the tutorial.
You are correct, many features described in the tutorial are outdated or look different now, but the basic principle did not change, and the method still works.
I am pretty sure, the Dark Protoss upgrade uses this event to swap the textures on some Dark Protoss buildings. Check the Pylon or Cybernetics Core's events.
Edit: Actually, it only replaced one of the textures. Doesn't work for Grad_GlowLine2Green.dds
Try deleting the declarations and remaking them from scratch. Sometimes changing the order of the adaptions or deleting adaptions causes the declarations to stop working for no good reason.
Also, there is a nasty bug with textures: If a texture object exists, defining a slot for a specific texture, and one of your models uses that specific texture, you can only use the slot defined in the texture object, or it will malfunction. This is problematic for some of the Dark Protoss textures and some generic textures like Glow_Green3.dds or Grad_Rays_Green1.dds, so I assumed, this might be your problem as well, but I didn't find a predefined texture for Grad_GlowLineGreen2.dds so that shouldn't be the issue. Just wanted to mention it, because of the similarities in file names.
I've declared the textures without a Prefix (since it doesn't use one)
This is your problem right here. Since patch 1.5, a prefix is required, otherwise the Texture Declarations have no effect.
I would suggest splitting into 2 declarations with 1 adaption each, so you can use different prefixes. Use the entire filename as prefix and substring for both.
Is anyone aware of a way to show different textures for different players?
I just read this post, and yes, it should be possible using Renee's actor phasing method. It can send any actor message for specific players only, including Texture Select By Id.
Easiest way to use it would probably implementing the GAx3 mod into your map and use the trigger function to send an actor message for a specific player.
Decals are a special case, you don't even need to set up the model for them. You can just add the actor message to swap for a decal and it miraculously works.
Well just from the error message it could be all kinds of things. The error always pops up in the editor after first setting up the texture, an editor restart can fix this. If the error message still exists after a restart or also shows up ingame, would you mind attaching an example map, so we can take a look what you did wrong?
Also, most decals do not require you to set up the model at all. You can just set up a texture, use the decal slot (or use one of the predefined decal textures) then use the actor message. I didn't test it for raynor specifically, but it works for most models using a decal.
I used to use 1 texture declaration with multiple adaptions, ignore prefixes and just put the entire texture name in the Trigger On Substring field for each adaption.
Now I use multiple texture declarations instead and put the entire texture name in the Prefix as well as the Trigger On Substring field.
Note, that this seems to malfunction, if you attempt to convert the first to the 2nd by copying the declarations and deleting the adaptions, you need to re-do it from scratch in this case (or fix the raw data, if you know how).
Not sure, what you are referring to. If you talk about the blend type, it is irrelevant for the slot or the texture swapping procedure in itself. It does only influence, how the result will look like, depending on the configuration of the new texture.
Set the Team Color to white
It seems there was a pretty significant update at some point: You can now create multiple texture objects for the same texture file, even using different slots, and it will work properly (thanks Bommes for notifying me).
In this testmap, I use the Zhakul Das Obelisk Emissive texture to swap out 4 textures of the Thor, the body diffuse and emissive as well as the cannon diffuse and emissive, without reimporting the texture or anything.
Textures still have the slot field, usually on the top or bottom (depending how you sorted). Make sure your view options are configured properly,mainly Table View should be enabled.
Granted, its not the easiest thing to do, but its not that hard either, once you get the hang of it. And you have to start somewhere, the data editor is a complex tool, there are very few tasks that are trivial to do. Even just creating a working unit causes headaches to beginners.
The previewer got replaced by the Cutscene Editor (Shift + F7). To find the materials here, search and add your model, then right-click it and select Show Model Data, which should be similar to the previewer screen shown in the tutorial.
You are correct, many features described in the tutorial are outdated or look different now, but the basic principle did not change, and the method still works.
I am pretty sure, the Dark Protoss upgrade uses this event to swap the textures on some Dark Protoss buildings. Check the Pylon or Cybernetics Core's events.
Try deleting the declarations and remaking them from scratch. Sometimes changing the order of the adaptions or deleting adaptions causes the declarations to stop working for no good reason.
Also, there is a nasty bug with textures: If a texture object exists, defining a slot for a specific texture, and one of your models uses that specific texture, you can only use the slot defined in the texture object, or it will malfunction. This is problematic for some of the Dark Protoss textures and some generic textures like Glow_Green3.dds or Grad_Rays_Green1.dds, so I assumed, this might be your problem as well, but I didn't find a predefined texture for Grad_GlowLineGreen2.dds so that shouldn't be the issue. Just wanted to mention it, because of the similarities in file names.
This is your problem right here. Since patch 1.5, a prefix is required, otherwise the Texture Declarations have no effect.
I would suggest splitting into 2 declarations with 1 adaption each, so you can use different prefixes. Use the entire filename as prefix and substring for both.
I just read this post, and yes, it should be possible using Renee's actor phasing method. It can send any actor message for specific players only, including Texture Select By Id.
Easiest way to use it would probably implementing the GAx3 mod into your map and use the trigger function to send an actor message for a specific player.
Decals are a special case, you don't even need to set up the model for them. You can just add the actor message to swap for a decal and it miraculously works.
Well just from the error message it could be all kinds of things. The error always pops up in the editor after first setting up the texture, an editor restart can fix this. If the error message still exists after a restart or also shows up ingame, would you mind attaching an example map, so we can take a look what you did wrong?
Just use the entire name of the texture (PylonRadiusUnpowered.dds) as Prefix and for the Trigger On Substring field:
This is the PylonRadiusUnpowered model with a texture called ZergRadius1.dds
Also, most decals do not require you to set up the model at all. You can just set up a texture, use the decal slot (or use one of the predefined decal textures) then use the actor message. I didn't test it for raynor specifically, but it works for most models using a decal.
I used to use 1 texture declaration with multiple adaptions, ignore prefixes and just put the entire texture name in the Trigger On Substring field for each adaption.
Now I use multiple texture declarations instead and put the entire texture name in the Prefix as well as the Trigger On Substring field.
Note, that this seems to malfunction, if you attempt to convert the first to the 2nd by copying the declarations and deleting the adaptions, you need to re-do it from scratch in this case (or fix the raw data, if you know how).
Yep, as of patch 1.5 a prefix is now required, which was optional before.
That would kill me. Literally.
However, I opened an old map of mine in the beta editor, which involved texture swapping, and it still worked fine.
Works for me.
Not sure, what you are referring to. If you talk about the blend type, it is irrelevant for the slot or the texture swapping procedure in itself. It does only influence, how the result will look like, depending on the configuration of the new texture.
Slots are arbitrary and interchangeable. Use, whatever slot you want to use.