Trust me, my DarkArchon works perfectly fine. 8 textures use 8 different slots, no crashes, no glitches.
but IDK if those glitches happen on the BN, but in my test map, perfectly fine.
It's using a DarkArchon.m3 in SC2 Assets
and, for any Texture Declaration, use the _ at the end of any prefix and at the begining for any subfix.
if the texture information in Previewer is only one word, no any prefix or subfix, just put them in Prefix without _ , will do.
So Actually, it is, you can simply leave the Prefix blank if there are a lot of different Textures in one model, and add a lot value with the Full Texture name in the Subfix, probably helps a lot.
I think you have have to close the map and reload it again to let any imported texture to work in Editor.
I imported lot of textures, even with the Actor Timer set, they won't show in the editor, unless I reload the map, so be careful, you might just did it right.
Anyway, it will always work when you test the map (of course you have to set everything right) even it doesn't show in the editor.
go to Data Editor > Select Tab to Gameplay Data > there is a field which is refer to Team Color, you can edit any teamcolor at there, worked pretty awsome for myself.
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@TacoManStan: Go
You can think like this:
If you already used slot main.diffuse, you can not use it for another texture anymore in a same model.
If you put 2 Texture Declaration in main.diffuse, one of them will not work.
so each slot on a model can only be used once.
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@Kueken531: Go
Trust me, my DarkArchon works perfectly fine. 8 textures use 8 different slots, no crashes, no glitches.
but IDK if those glitches happen on the BN, but in my test map, perfectly fine.
It's using a DarkArchon.m3 in SC2 Assets
and, for any Texture Declaration, use the _ at the end of any prefix and at the begining for any subfix.
if the texture information in Previewer is only one word, no any prefix or subfix, just put them in Prefix without _ , will do.
So Actually, it is, you can simply leave the Prefix blank if there are a lot of different Textures in one model, and add a lot value with the Full Texture name in the Subfix, probably helps a lot.
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LOL I just made this!
The real DarkArchon!
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@DrSuperEvil: Go
because Swan's model has those different textures with different prefix...
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@Kueken531: Go
I had that problem 2 times already, with my Stalker.m3 and Roach.m3.
Couldn't find anyway to get it work with custom emissive map.
Could only hope that BLZ make the tool that can add texture slots on *.m3 s
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@IcculusLizard: Go
Make sure the DDS file saved in a specific form.
if you use Photoshop and have that nVidia DDS plugin, when saving, use DXT5 with inxxxxx alpha.
don't change anything else. and if you don't want the DDS file getting big, check the No Mipmap.
E.G. a 512x512 DDS file with DXT5+Alpha with Mipmap is usually 384KB
without Mipmap, it will be 256 KB
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I can't figure out why this is appearing everytime my custom weapon Launches missile.
I checked all related Effect and Validator, even Actor, but I couldn't fix it at all.
WARNING: Invalid Validator %2
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@DrSuperEvil: Go
Thanks, but I failed to find out how...
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@frozen87: Go
yea but make sure that you have a 2GB graphic card first.. might need to be 4GB.
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@frozen87: Go
If you make the Texture setting to Ultra, I don't think there is any more details need to be shown.
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@DrSuperEvil: Go
Really? where is that?
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I think you have have to close the map and reload it again to let any imported texture to work in Editor.
I imported lot of textures, even with the Actor Timer set, they won't show in the editor, unless I reload the map, so be careful, you might just did it right.
Anyway, it will always work when you test the map (of course you have to set everything right) even it doesn't show in the editor.
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@GhostNova91: Go
go to Data Editor
> Select Tab to Gameplay Data> there is a field which is refer to Team Color, you can edit any teamcolor at there, worked pretty awsome for myself.0
@grenegg: Go
hmmmm I think I will do it for the voidray, maybe the Dark stalker, too. Dark stalker use a different model as the normal one.. that's wierd.
Actually Dark stalker can use the same tex as stalker.. so ..that's it..
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2 DDS, 512 res, one Diffuse one Specular.
No emissive cuz I can't even get the emissive map work the way I want.
---------The updated one's color match more like the orther prot units.