The tool worked perfectly for me. You just have to drag the file over it and don't do anything else, or it will shut down. And, yes, Funky, that's the missing file. The tool I use showed it.
The Chitinous Plating of the Ultralisk is an upgrade for the Ultralisk only and that increase them armor by 2. What you want to have a look at is at the Zerg Ground Caparace upgrades. That's what increases the armor anytime is upgraded and it may be what you are looking for.
I wouldn't like to bother you any time I want a new model for this, that's why I'd like to learn the basics of doing them or, at least, having a bit of knowledge
That's because both files shares the same name and the editor overrides the official asset. You better change the edited Assimilator name to something else for disticition, e.g. AltAssimilator.m3
Is there anyone who can teach me how to do this kind of models. For example, I'd like to do Placement and WarpIn model for the Stalker Purifier and so on. Is it done using already done models (for example, useing the StalkerWarpIn/Placement models)? How do people do them, as I've seen many WarpIn and Placement models over here.
There you go. I think I've swapped most Green channels on the Assimilator to Red ones. I haven't tested it so just tell me if it worked. I'll explain you a bit. The first picture shows the lights a model may have, not all models have this. I think the XYZ stands for RGB color scheme, as I've seen on Blender. The second picture shows the Model tinting. Some models may have this thing with RGB values, not all, as always. Just use and RGB viewer (such color-hexa) for viewing the colors. Take into acount that this scheme is not ordered. In the Notepad + + it's BGR (Blue-Green-Red), that's RGB backwards. Just edit the <initValue>. That's what I touch. The last 2 pictures are the particle emmiters and ribbons (I think) coloring. It's the same process than the Model tinting. The fields are <initValue>, <middleValue> and <finishValue>, and are in pairs, 1 and 2. The other thing is <baseColoring>, <centerColoring> and <tipColoring> For some reason, sometimes the lights are changed, I don't know why as I'm not a modeler or anything like that, I just have fun retexturing things. EDIT: I've opened the edited Assimilator on Blender and the lights seem to be someway "pinky", That's not a big problem you just have to play with the values on the lights and it's done.
Let me have a look later and I'll tell you what I find. I just like to edit textures and particles on models this way, so you can consider me an "experienced".
The green light it has to be some texture or tint coloron the model itself, so you will have to edit the model to change it's color. I Recomend you to use the m3 addon for blender, swaping the file to .xml and then edit it with programs such as Notepad + +, and the reverse it to .m3
0
The tool worked perfectly for me. You just have to drag the file over it and don't do anything else, or it will shut down. And, yes, Funky, that's the missing file. The tool I use showed it.
0
Some material do not appear on the model propertis, as it does the second. I use this tool for viewing all of the textures.
0
The Chitinous Plating of the Ultralisk is an upgrade for the Ultralisk only and that increase them armor by 2. What you want to have a look at is at the Zerg Ground Caparace upgrades. That's what increases the armor anytime is upgraded and it may be what you are looking for.
0
Thanks man :)
0
Have you restarted the editor? If you remove a model or texture which was overriding another, you have to reset the editor, close and open it again.
0
I wouldn't like to bother you any time I want a new model for this, that's why I'd like to learn the basics of doing them or, at least, having a bit of knowledge
0
That's because both files shares the same name and the editor overrides the official asset. You better change the edited Assimilator name to something else for disticition, e.g. AltAssimilator.m3
0
Thank you too mate. Hope to be usefull someway.
0
That happened to me too. I don't rly know how to fix that. It happened to me when editing the Mothership Core model.
0
Is there anyone who can teach me how to do this kind of models. For example, I'd like to do Placement and WarpIn model for the Stalker Purifier and so on. Is it done using already done models (for example, useing the StalkerWarpIn/Placement models)? How do people do them, as I've seen many WarpIn and Placement models over here.
0
There you go. I think I've swapped most Green channels on the Assimilator to Red ones. I haven't tested it so just tell me if it worked. I'll explain you a bit.
The first picture shows the lights a model may have, not all models have this. I think the XYZ stands for RGB color scheme, as I've seen on Blender.
The second picture shows the Model tinting. Some models may have this thing with RGB values, not all, as always. Just use and RGB viewer (such color-hexa) for viewing the colors. Take into acount that this scheme is not ordered. In the Notepad + + it's BGR (Blue-Green-Red), that's RGB backwards. Just edit the <initValue>. That's what I touch.
The last 2 pictures are the particle emmiters and ribbons (I think) coloring. It's the same process than the Model tinting. The fields are <initValue>, <middleValue> and <finishValue>, and are in pairs, 1 and 2. The other thing is <baseColoring>, <centerColoring> and <tipColoring>
For some reason, sometimes the lights are changed, I don't know why as I'm not a modeler or anything like that, I just have fun retexturing things.
EDIT: I've opened the edited Assimilator on Blender and the lights seem to be someway "pinky", That's not a big problem you just have to play with the values on the lights and it's done.
0
@Gordon228: Go
That's almost sure a particle emiter or something like that.
0
Let me have a look later and I'll tell you what I find. I just like to edit textures and particles on models this way, so you can consider me an "experienced".
0
The green light it has to be some texture or tint coloron the model itself, so you will have to edit the model to change it's color. I Recomend you to use the m3 addon for blender, swaping the file to .xml and then edit it with programs such as Notepad + +, and the reverse it to .m3
0
I think Heroes has something like that.