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    posted a message on Retexturing Ma'lash

    @TheSC2Maniac: Go

    While we're on the subject - I know the alpha channel is generally used in SC2 for team color, but I've read in several threads that it can also be used for transparency, but that the m3 model needs to be set in terms of how to use the alpha channel. My question is: can this change be made in the XML after converting the model through the python script and where exactly (if you know)?

    Posted in: Data
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    posted a message on Retexturing Ma'lash

    Thanks for the help guys!

    @TheSC2Maniac: Go

    The python script conversion and XML editing worked like a charm. Here's the result:

    GoldenMalash

    This will actually make reskinning existing models a lot simpler for me, so a huge thanks for that as well. :)

    Posted in: Data
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    posted a message on Retexturing Ma'lash

    I would need 3dsMax + SC2 Art Tools to do that, right?

    Posted in: Data
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    posted a message on Retexturing Ma'lash

    Ma'lash doesn't have team color unfortunately, so changing it through the actor or triggers has no effect. Tinting has an effect, but I'm not sure I can get the results I want (golden armor and blue crystals, shoulder lightning and lights) by using that. Not easily in any case.

    Posted in: Data
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    posted a message on Retexturing Ma'lash

    As the title says, I'm trying to retexture Ma'lash in order to use him in a custom map I'm working on. Retexturing the main body is not a problem and just following this tutorial, like you would for any other unit, does the trick. And after replacing the malash_diffuse and malash_emissive textures, the result is something like this:

    goldenMalash

    Now, the problem I'm having is replacing the textures of all his glowing red parts - the shoulder orbs, the back orb and other residual red glow effects. I have found the default textures that are used for some of it, like the shoulder orb lightning effects, but I haven't been able to replace them with matching blue textures.

    From what I've learned the malash.m3 model has a main and a decal slot - the main slot is used for what I managed to successfully retexture and the decal slot doesn't seem to really affect anything. Tried all other slots listed in the tutorial I linked, but always got a "no mapping for slot..." error in the game. So, has anyone else attempted to retexture this model, particularly these red parts? Have you succeeded and if so, how?

    Thanks in advance for any help you can give me. :)

    Posted in: Data
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    posted a message on Colony M-35 (Single-player map)

    Hi guys! First of all I would like to thank everyone for their feedback, it was extremely useful and constructive. Based on what you said, I have made a number of updates and version 2.0 of Colony M-35 is available on the project page: http://www.sc2mapster.com/maps/colony-m-35/ which is where you will also find the full list of changes.

    So, if you've got nothing better to do, why not check out the latest version of this map. ;)

    As before, I appreciate all feedback you're willing to share.

    Posted in: Map Feedback
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    posted a message on Colony M-35 (Single-player map)

    Hi there!

    Back in February I shared my very first Starcraft 2 map here on sc2mapster (http://www.sc2mapster.com/maps/colony-m-35/). Although quite a few people played it, only a couple of people have offered me their feedback and have done so via PM. As grateful as I am to them, I am interested in hearing from even more people. :)

    So, if you've played Colony M-35, please post your impressions here! What did you like about the map? What didn't you like? Was the story interesting, ok, cliche, boring, etc? Was the gameplay interesting enough, or was it too monotonous? Characters? Music choice? Cutscenes? Anything you can think of, feel free to share your thoughts here. :)

    Posted in: Map Feedback
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