I have been wanting to retexture the model of the Command Center to use the Dark Command Center retexture made by KORroy, but without replacing the original Command Center, so that I'm able to have both the original Command Center and its "dark" version in the same map. kinkykactus very nicely pointed me to this tutorial, with which I have been able to successfully apply the texture change through the data editor:
However, I'm still having some issues with the retexture: the first is minor and is that when flying the smoke of the Command Center's propulsion no longer appears; the second issue is rather major though: when the dark Command Center is destroyed, the death model still uses the original texture. I have tried to apply the method of the tutorial to the death model, but that didn't work.
I did find, though, a post in the tutorial's thread which points to a solution to my problem:
You can make a unit use a custom death actor. I would recommend copying the default UnitDeathModel actor, set it up accordingly and link it in the Death Actor Model of your unit actor.
However, I don't understand exactly what I should do; I didn't understand two things in that post:
1. I'm not sure of what was meant by "setting the UnitDeathModel actor accordingly".
2. I'm not sure of how to link that with the death model of my unit actor, if it is through the "Actor: Copy Source" field (like other actors based on UnitDeathModel seem to do) or through normal actor-model linkage.
Does anyone have any ideas to help me with my problem?
I tried that already, but it unfortunately didn't work. I found something that pointed to a solution in the thread of the tutorial, though, but I'm not sure how to do what was instructed. Anyway, I'll do as as you say and post it in the Data Forums :)
You can make a unit use a custom death actor. I would recommend copying the default UnitDeathModel actor, set it up accordingly and link it in the Death Actor Model of your unit actor.
Sorry to bring up such an old post, but I am exactly trying to change the textures of a death model, and am having difficulty in doing so. What is to "set the UnitDeathModel actor accordingly" in this case? And how do I link it with the death model of my unit actor? In the "Actor: Copy Source" field (like other actors based on UnitDeathModel seem to do) or through normal actor-model linkage?
Ok, now I have another problem; when the command center is destroyed the death model uses the normal texture. I changed the death model accordingly and since the actor and textures were the same, I left those unchanged, but that didn't work. Then set up events on the actor to do "TextureSelectById" upon UnitDeath, but that didn't work either.
I was able to, through this guide, to apply most of the retextures that I want. However, I have a couple of questions:
What do I do if I have one texture that is used as both emissive and specular? (in my case, it is CommandCenter_Emissive, which is used both as emissive and specular)
I put retextures of CommandCenter_Diffuse and CommandCenter_Emissive in it's "main" slot (main.diffuse and main.emissive respectively) (both are material #1 of the Command Center model). However, I want to add retextures of CommandConstruction_Diffuse (material #2) and ComstatPlanetary_Diffuse (material #5) as well. In which slot do I put each of those?
Import the new textures and follow the tutorial, but change the actor data for the new unit instead.
This way you do not need to create or duplicate new models.
How would I go about changing existing models so that they use a different texture?
I found these retextures of the Terran buildings and units to be quite interesting, but I want to use them alongside the normal Terran units and buildings, and in order to do so I need to create copies of the models with just a change in texture path.
Is it possible to create a main map from which the player would choose to do particular missions (like the Hyperion and the WoL missions, but with the "main map" instead of the Hyperion)? The idea is that the player would build special buildings in his "main map" which would give them access to missions and to campaign-like upgrades.
How do I change an actor's death model? I duplicated the Marine actor, and managed to change everything else in it to what I want... but I couldn't change the death model to the appropriate model; it's still the Marine death model.
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I have been wanting to retexture the model of the Command Center to use the Dark Command Center retexture made by KORroy, but without replacing the original Command Center, so that I'm able to have both the original Command Center and its "dark" version in the same map. kinkykactus very nicely pointed me to this tutorial, with which I have been able to successfully apply the texture change through the data editor:
However, I'm still having some issues with the retexture: the first is minor and is that when flying the smoke of the Command Center's propulsion no longer appears; the second issue is rather major though: when the dark Command Center is destroyed, the death model still uses the original texture. I have tried to apply the method of the tutorial to the death model, but that didn't work.
I did find, though, a post in the tutorial's thread which points to a solution to my problem:
However, I don't understand exactly what I should do; I didn't understand two things in that post:
1. I'm not sure of what was meant by "setting the UnitDeathModel actor accordingly". 2. I'm not sure of how to link that with the death model of my unit actor, if it is through the "Actor: Copy Source" field (like other actors based on UnitDeathModel seem to do) or through normal actor-model linkage.
Does anyone have any ideas to help me with my problem?
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@ZombieZasz: Go
I tried that already, but it unfortunately didn't work. I found something that pointed to a solution in the thread of the tutorial, though, but I'm not sure how to do what was instructed. Anyway, I'll do as as you say and post it in the Data Forums :)
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Sorry to bring up such an old post, but I am exactly trying to change the textures of a death model, and am having difficulty in doing so. What is to "set the UnitDeathModel actor accordingly" in this case? And how do I link it with the death model of my unit actor? In the "Actor: Copy Source" field (like other actors based on UnitDeathModel seem to do) or through normal actor-model linkage?
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Ok, now I have another problem; when the command center is destroyed the death model uses the normal texture. I changed the death model accordingly and since the actor and textures were the same, I left those unchanged, but that didn't work. Then set up events on the actor to do "TextureSelectById" upon UnitDeath, but that didn't work either.
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Really? Why would they do that? Seems like a lot of effort for little gain.
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I was able to, through this guide, to apply most of the retextures that I want. However, I have a couple of questions:
What do I do if I have one texture that is used as both emissive and specular? (in my case, it is CommandCenter_Emissive, which is used both as emissive and specular)
I put retextures of CommandCenter_Diffuse and CommandCenter_Emissive in it's "main" slot (main.diffuse and main.emissive respectively) (both are material #1 of the Command Center model). However, I want to add retextures of CommandConstruction_Diffuse (material #2) and ComstatPlanetary_Diffuse (material #5) as well. In which slot do I put each of those?
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Awesome, thanks! That did the trick:
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How would I go about changing existing models so that they use a different texture?
I found these retextures of the Terran buildings and units to be quite interesting, but I want to use them alongside the normal Terran units and buildings, and in order to do so I need to create copies of the models with just a change in texture path.
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Awesome project! Do most of the buildings have animations?
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Is it possible to create a main map from which the player would choose to do particular missions (like the Hyperion and the WoL missions, but with the "main map" instead of the Hyperion)? The idea is that the player would build special buildings in his "main map" which would give them access to missions and to campaign-like upgrades.
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@Kabelkorven: Go
Hey! Unfortunately, I can't seem to find any "Death Effects" field in the Marine actor:
https://dl.dropbox.com/u/1732902/Starcraft%20II/Editor.png
EDIT: I found out what the problem was! "Show Advanced Values" was disabled in the editor. Thank you very much Kabelkorven!
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How do I change an actor's death model? I duplicated the Marine actor, and managed to change everything else in it to what I want... but I couldn't change the death model to the appropriate model; it's still the Marine death model.