1. Imported Diffuse, Emissive, Normal, and Specular dds files and moved them to the Assets/Textures folder.
2. Created Diffuse, Specular, Normal, and Emissive textures.
3. Added four SelectTextureById actor events for the new Civilian-based unit named Zombie.
4. This is the Diffuse actor event and the other three are the same.
5. Under the model Texture Declaration field is the Diffuse Adaption that is also the same as the other three.
6. Then I have opened the .m3 file in Blender and the .dds texture. Direct Link
7. This is where I hit a wall. My m3 file does not have the option to unwrap.
__________________
Original Post
I am wanting to swap the emissive, normal, specular, and diffuse textures with the Zombie (Male) unit which is based off the Civilian (Male) unit.
I exported the Dead Vandals textures (diffuse, normal, and specular) and using Photoshop to also create an emissive texture for a glowing eye. With the four textures (diffuse, emissive, normal, and specular) I imported them and moved them to the Asset/Texture folder. I created four new textures:
I made four ActorCreation actor events with their actions being TextureSelectById Zombie_Diffuse, TextureSelectById Zombie_Emissive, TextureSelectById Zombie_Normal, and TextureSelectById Zombie_Specular.
Or you could just go to Buttons in the data editor. Create a random button and open up the thingy where you have to find Icon for the button. You can type in Medic and find the texture. After just right click and export the texture.
Can someone make a unit texture that is the civilian model with glowing eyes and maybe some blood splatters? Can have three versions for each eye color: cyan, yellow, red? If there are blood splatters could you make several textures to prevent repetition?
Anyone know how to attach glowing eyes to the Civilian? I have attached ShapeSphere with a cyan tint to the Civilian actor, but it does not stick with the actor's eye location. My guess is I'll have to copy the Civilian model and customize it with the glow through some kind of editing software.
Update
After doing some tweaking I have come to like this way, but if anyone knows how to do it better please reply.
The original poster (booseek) asked to change the model color and not the actor color. I don't know how to change a model's color either, but I just wanted to point it out.
This was a very simple exercise, and whilst you cannot expect everyone to know every little way to do things, it appeared from your first post's attitude that you had in fact not even tried to attempt this and instead were asking here to save yourself time.
Did you actually even try to do this or did you just post a theory question?
Yes it is entirely possible, and yes you would it like said above.
I tried, but when I did set the tint it could not compare to the life percentage. "...you would it like said above." And you are cocky to me. Anyways, I will try to do some sort of Unit Life Changes because of the reasoning above and do some kind of Repeat for a number that is the percentage lost or something.
Edit:
I have tried this, but it changes the HDR which I want the 100% changed under the Color line.
What I had to do was instead of adding Red to the unit's actor I had to removed Green and Blue from the actor. This is the trigger:
Original Post
I am wanting to set the tint of an actor dependent on the life percentage of the unit. An example would be a unit has 100% life and will appear to be of normal coloring and tint. If that unit takes damage enough to bring them down to 99% they get a 1% red tint. Each percent gives them another 1% of red tint. Would this be possible?
Did you actually even try to do this or did you just post a theory question?
Yes it is entirely possible, and yes you would it like said above.
I tried, but when I did set the tint it could not compare to the life percentage. "...you would it like said above." And you are cocky to me. Anyways, I will try to do some sort of Unit Life Changes because of the reasoning above and do some kind of Repeat for a number that is the percentage lost or something.
I have tried what is below but it changes the HDR which I want the 100% changed under the Color line.
In a recurring function (Every 0.0 seconds, etc). This is useful if you want to use the current target information to display info to the player about the unit they're looking at. You can see an example of this in my Reaper Madness videos. You can then use the SAME information (You don't have to run the traceline twice) to determine which unit or piece of terrain to shoot when the player hits the attack key (such as left mouse click).
Could you go more into this? I would like to just create a dialog item that displays the health (bar and percentage) of the traceline_currentTarget.
One other question if it is possible to do head shots? Maybe figure the height of each enemy mob and do an If Than Else* action to check to see what the traceline_currentTargetHeight is if it is between the specific "head" area. Is there any way to check to do a data reference on the "head" attachment origin of the traceline_currentTargetUnit through the Attachment Methods tab of the Data Editor.
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Update
This is what I have done and it is still broken.
1. Imported Diffuse, Emissive, Normal, and Specular dds files and moved them to the Assets/Textures folder.
2. Created Diffuse, Specular, Normal, and Emissive textures.
3. Added four SelectTextureById actor events for the new Civilian-based unit named Zombie.
4. This is the Diffuse actor event and the other three are the same.
5. Under the model Texture Declaration field is the Diffuse Adaption that is also the same as the other three.
6. Then I have opened the .m3 file in Blender and the .dds texture. Direct Link
7. This is where I hit a wall. My m3 file does not have the option to unwrap.
__________________
Original Post
I am wanting to swap the emissive, normal, specular, and diffuse textures with the Zombie (Male) unit which is based off the Civilian (Male) unit.
I exported the Dead Vandals textures (diffuse, normal, and specular) and using Photoshop to also create an emissive texture for a glowing eye. With the four textures (diffuse, emissive, normal, and specular) I imported them and moved them to the Asset/Texture folder. I created four new textures:
I made four ActorCreation actor events with their actions being TextureSelectById Zombie_Diffuse, TextureSelectById Zombie_Emissive, TextureSelectById Zombie_Normal, and TextureSelectById Zombie_Specular.
But nothing worked.
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@patrickwobben: Go
Right-click does not work.
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That tutorial did nothing to my units. I am messaging the author.
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Can someone make a unit texture that is the civilian model with glowing eyes and maybe some blood splatters? Can have three versions for each eye color: cyan, yellow, red? If there are blood splatters could you make several textures to prevent repetition?
Thanks!
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@DrSuperEvil: Go
I'll look for a tutorial and come back if I find something.
Thanks.
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Anyone know how to attach glowing eyes to the Civilian? I have attached ShapeSphere with a cyan tint to the Civilian actor, but it does not stick with the actor's eye location. My guess is I'll have to copy the Civilian model and customize it with the glow through some kind of editing software.
Update
After doing some tweaking I have come to like this way, but if anyone knows how to do it better please reply.
Thanks
0
The original poster (booseek) asked to change the model color and not the actor color. I don't know how to change a model's color either, but I just wanted to point it out.
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Calm down buddy.
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Solved!
This is what I had to do:
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I have tried that but a different event because units will be able to regenerate health. It is a Unit Property Changes event.
I tried, but when I did set the tint it could not compare to the life percentage. "...you would it like said above." And you are cocky to me. Anyways, I will try to do some sort of Unit Life Changes because of the reasoning above and do some kind of Repeat for a number that is the percentage lost or something.
Edit:
I have tried this, but it changes the HDR which I want the 100% changed under the Color line.
0
Solved!
What I had to do was instead of adding Red to the unit's actor I had to removed Green and Blue from the actor. This is the trigger:
Original Post
I am wanting to set the tint of an actor dependent on the life percentage of the unit. An example would be a unit has 100% life and will appear to be of normal coloring and tint. If that unit takes damage enough to bring them down to 99% they get a 1% red tint. Each percent gives them another 1% of red tint. Would this be possible?
Updates
I have tried that but a different event because units will be able to regenerate health. It is a Unit Property Changes event.
I tried, but when I did set the tint it could not compare to the life percentage. "...you would it like said above." And you are cocky to me. Anyways, I will try to do some sort of Unit Life Changes because of the reasoning above and do some kind of Repeat for a number that is the percentage lost or something.
I have tried what is below but it changes the HDR which I want the 100% changed under the Color line.
0
@rrowland: Go
Could you go more into this? I would like to just create a dialog item that displays the health (bar and percentage) of the traceline_currentTarget.
One other question if it is possible to do head shots? Maybe figure the height of each enemy mob and do an If Than Else* action to check to see what the traceline_currentTargetHeight is if it is between the specific "head" area. Is there any way to check to do a data reference on the "head" attachment origin of the traceline_currentTargetUnit through the Attachment Methods tab of the Data Editor.
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Reason: This is under Trigger section and not Data. Big difference.
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I am wanting to create a 4-player First Person Shooter and want to know how to hide the actor for only the owner of the unit. Is this possible?
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FIXED