• 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @DrSuperEvil: Go

    I tested add, remove and set properties, tried in many ways, and I can't get the specular map work like emissive.

    and I bet it won't work untill forever. I think it is model's problem. Because the texture effect are already been defined in the Model when they were in 3DsMax.

    There is no way to change the effect which is already been defined after it's been produced. The model defines that FireBat_Emissive will taking effect of glowing, and now we try to let FireBat_Specuar to take emissive effect, it's not possible because only the file named FireBat_Emissive.dds will take the glowing effect. That's why it will glow if we use FireBat_Specular.dds to replace the FireBat_Emissive.dds.

    The slot on the model, is simply the texture file names on the model.

    so, Firebat_Diffuse.dds on the model of Firebat.m3 can be seen as a slot, and the slot effect will always remain the same. This is why we can put normal map into Diffuse.dds' slot and the total model is becoming growthy orange.

    Posted in: Tutorials
  • 0

    posted a message on Royal Stalker : Give my color back! (Textures downloadable .DDS)

    And, Here we are.

    Stalkers has been promoted into High Temple and they've gained new armor, but they don't like the color, cus it's yellow.

    DO NOT FORGET TO CREDIT:

    "Originally produced by Blizzard, Edited by 131"

    Posted in: Art Assets
  • 0

    posted a message on Special Ops Dropship Updated,Preview and DDS download

    @Marec7: Go

    It's actually yellow..XD

    Posted in: Art Assets
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @DrSuperEvil: Go

    I tried that, not working..

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    My conclusion is, Blizzard made their default textures hidden, and Blizzard is using the name of texture files as their ID.

    Kueken eventually activated the hidden default texture objects and gave it a slot. then this texture is opend for texture replacement.. So we just use our Actor to select another texture that uses the same slot.... Hoho, now we got an easier way for replacing textures.

    I promise it won't mess up, but for some textures like Glow_purple1.dds, if you don't set it a good rare slot, there will be some conflict happen in the future when another model has the same texture you want to use..

    OMG = =..... I just imagined there is more and more this kind of thing hidden in StarCraft2Editor....LOL

    and, Orz...

    And, then it's not a Bug anymore...

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @Kueken531: Go

    Forget what I did say before..my bad.

    This is found by Kueken531.

    Ok, here.

    Kueken was replacing the texture on the shoulder of the firebat, and the texture used by its shoulder is FirebatMercenary_Diffuse.

    But, somehow, after you replaced the texture, then you go to your texture tab and create another texture object called FireBat_Diffuse, which is the same name as the texture used by Firebat by default, and give it a slot as the same as the one you use in the texture declaration of Firebat's model.

    The texture on the firebat's shoulder, has been set to default and the body texture of Firebat changed into that battlecruiser_diffuse which was first used for firebat's shoulder.

    Firebat Shoulder's texture effect is decided by FirebatMercenary_diffuse, this doesn't affect the body of firebat.
    In the texture declaration tab, Kueken typed in FirebatMercenary_diffuse, not the firebat_diffuse. Firebat_Diffuse.dds is the texture for the firebat body.
    After you replaced the texture by Firebat's Actor, you create a new texture object called FireBat_Diffuse, and set it to the same slot as the replacing texture.
    The texture on the firebat's shoulder which was the battlecruiser_diffuse is taking effect on the Firebat_Diffuse, and showed up on Firebat's body.

    -------

    Wierd and interesting...

    It might be some ID crush...

    Yea it's ID crush... when I changed the texture object Firebat_Diffuse's ID into Firebat_DiffuseX, the bug is gone...

    does this mean that we can simply just create 2 texture objects to replace the texture????????LOL

    ------

    I'd say, yes we can............

    I deleted the edited model of the firebat, and I set the Firebat_Diffuse's ID back to Firebat_Diffuse, and leave the actor and the Battlecruiser_Diffuse there.

    The texture replacing still works... and I bet Kueken has found a new way of doing texture replacing!!!!!!!!!!! Congrats!!!!!!!!!!!

    -------

    Damn.... you found a big secret, Blizzard is going to cry!

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @Kueken531: Go

    That's not a bug and I've already telling it weeks before.

    Just never use 2 textures declaration in a same slot.

    Which slot you want to use, main, body, head, hair, arm, generic01, it's all depends on which one you like. The model itself doesn't have any slots.

    And just don't declaration 2 same slots on a single model.

    Other textures like Glow, lightningZap, gunflash is all samething, there is NO BUG for it and it's totally NO PROBLEM at all.

    I don't want to tell you this but I figured that you are in a wrong way since the begining.

    Posted in: Tutorials
  • 0

    posted a message on Viking Froster

    Ammm, it shoots Frozen Warhead.

    Posted in: Artist Tavern
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    An awsome Viking.

    Shoots freezing warhead.

    Posted in: Tutorials
  • 0

    posted a message on Illegal template path will not crash the game in 1.3.5

    @Renee2islga: Go

    They doesn't...................... x_x

    Posted in: General Chat
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @Kueken531: Go

    I don't really think there is any limit on texture declaration, you must did something not right, but anyway, Prefix is just a little bit helpful when you are editing a set of textures, but you can definately leave it blank and only put file name in Substring area. I believe it will work and you proved it already.

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @b0ne123: Go

    The things happening in the back ground, is.

    When you add the texture declaration adptions, the model data in your map simply open a slot for the textures on that model. It means, a slot is open, so you can put another texture in it, if you don't, it will remain the same.

    and then, you create a texture with a slot that matches the slot you opened in Texture Declaration. This texture will be able to fit in the slot you opened, and take effect.

    Now, in the Actor, you are able to select that texture ID to actually put the new texture into the Slot.

    understand?

    Like Diablo 2, when your character doesn't have a armor equiped, it looks original, when you put on a armor , the armor will show up.

    Or, for some reason, you can't equip the item, it's simply because your level is too low, and the item requires a level 40 slot to be equiped, but you are only level 39, so you only have a Level 39 Slot for that item. when you get leveled up to 40, your slot for Level 40 equipment will be opened.

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @Kueken531: Go

    You are definately right.

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @BorgDragon: Go

    I don't think the slot matters, all things that happened when you can't get the flame effect working is the Texture itself is not in a compatible format.

    I've tried to change DarkArchon.m3 's textures, and I managed to make it nearly perfect without any of the texture not working.

    And btw, I found that any slot you want to use, use it, it doesn't matter at all, you just don't use 2 same slot on a single model.

    And btw again, I found that even there are a lot of textures seems same but not in a same color, if you Open them in Photoshop, they are different, usually they have different Alpha channels or some of them just don't have any Alpha channel. And then, the imcompatibility happens if you only change a green lightningZap into a red one without editing the red one in Photoshop to match the format of the original green one.

    So, I just edited all the 5 Visual effect textures on DarkArchon.m3, and all the textures I use is exported from the original texture of the DarkArchon.m3.

    No imcompatibility happened, the texture works just fine.

    Take a minute and edit them in PS, otherwise you will waste even more time to figure out why it didn't work.

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @TacoManStan: Go

    Actually it depends on the model.

    Most of the models use all 4 category of those Textures, Diffuse, Emissive,Specular and Normal.

    Just don't mess up with Normal.

    Diffuse is the base layer of your model, it defines the base value of your model.

    Specular, is the texture that only show effect when there is a lighting effect.

    Emissive texture, which some models don't have, it will define where on your model will glow.

    If a model doesn't have Emissive texture, the glow effect will be defined in Specular texture's Alpha channel as a team colored glow effect.

    If a model doesn't have a Specular texture, the lighting effect will be defined by the Alpha channel in Emissive texture. Note that here the Specular effect is not a team-Colored effect, a little different from Emissive Texture's Alpha Channel.

    And, the Alpha Channel in each kind of texture is pretty important, don't mess them up. Or if you know how the alpha channel will work, you can go edit it, if you don't know, you can either try to test it or DONT TOUCH IT.

    yea = =..

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