• 0

    posted a message on Doodad Texture Sets

    There are a number of doodads that have different textures applied to them based on what appears to be the map tile texture set. They have a base texture map and then 4 additional maps (Bel'Shir, Monlyth, Shakuras, and Zhakul'Das, with the Bel'Shir map the same as the base). There is a set of these for both diffuse and emissive. For example, Temple Stone Inlay (the one I'm trying to work with):

    • templestoneinlay_diffuse.dds
    • templestoneinlay_diffuse_belshir.dds
    • (snip 3: monlyth, shakuras, zhakuldas)
    • templestoneinlay_emissive.dds
    • templestoneinlay_emissive_belshir.dds
    • (snip 3)
    • templestoneinlay_normal.dds
    • templestoneinlay_specular.dds

    Browsing through those textures and comparing with what you get in game, it seems pretty clear that these textures are mapped onto the Temple Stone Inlay model (which is just a black outline) based on the tile set. If I put it on a Zhakul'Das tileset, I get one with green runes; on Shakuras, orange; purple on Monlyth; and blue on the rest.

    On the Temple Stone Inlay doodad actor, there's a Texture Sets property where those 4 tile sets are listed. On the model type, there's a Texture Declarations property that seems to only specify the texture slot of "main" and the prefix of TempleStoneInlay_. It seems to me that this must interact with the tile set (i.e. prefix templestoneinlay_ [diffuse | emissive]_[tileset].dds), but so far I can't figure out how to make this work for my goal.

    What I'd like to be able to do is create Temple Stone Inlays of any of the 4 colors on a single map. Changing the Texture Sets property on the actor seems to do nothing (I was hoping I could just create a new actor that would select only a single texture set). I've tried playing with the Texture Declarations property on the model (mostly various combinations with the Properties Add/Remove/Set fields), but no real luck yet. Changing those properties gets me there in a way because it seems to cause the engine to treat my modified stuff as invalid and it falls back to the default blue color.

    Anyone had any luck with this or have any good ideas?

    Posted in: Terrain
  • 0

    posted a message on Validator for attacker against behavior?

    I did some more testing this morning and like you said, the Exclude Ability array is probably the best (or maybe only) way to ignore damage from a single unit type or two. However, where I was eventually going with this was to make the unit extremely hardened against ground attacks but very weak against air, so I was thinking about using the Unit Mover validator.

    The first thing I tried this morning was the Target Filters array by setting Ground: Required for the hardened effect and, of course, it works right off. Lesson learned: don't try to figure stuff out in the editor without enough sleep. ;)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Validator for attacker against behavior?

    I'm kind of stuck on a behavior issue and I'm wondering if anyone has any ideas.

    Essentially what I'm trying to do is create a behavior similar to the Immortal's Hardened Shields (the easy part) but that can be penetrated by a certain unit (the hard part). So really what I'm looking for is that I want my custom Hardened Shield behavior to not respond if the attacker meets some criteria. Validators would seem to be a good way to go about this and creating a validator for the "Immortal killer" unit is pretty easy too but I can't seem to figure out how to link it up with the behavior so that it places the requirement on the attacker.

    On a related note, if someone knows about or has a link to info about what the different unit values (like Caster, Outer, Source, Target) mean in relation to behaviors, that would be awesome (and may even get me to a solution).

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.