From messing around with it, this looks like the best way to add in custom textures for existing units.
However I've been testing it with a gateway that has an alternate skin.
Getting this to work on another unit has been somewhat annoying since there are quite a few variables in it.
I have a model in the SC2MOD for a project I'm working on.
It looks fine in the editor, shows up with textures and whatnot but in game a sphere with the generic keyboard texture.
EDIT: Forgot to include a '?' in the title. Sorry.
This one is kinda giving me issues as its returning an all blue normal texture.
ICON_TABLE = No File <File - Image[20]>
Variable - Set ICON_TABLE[1] = Assets\Textures\btn-ability-terran-experiencedplasmagun.dds
I then call it elsewhere via: Dialog - Set (Last created dialog item) image to ICON_TABLE[1] for (Player group(PLAYER_X))
As I said earlier, its coming up blue when I recall the information via a link. :|
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@DieHardz: Go
Portrait - Dark Voice
Thats it really.
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@EatMeReturns: Go
Check out the upgrade system.
IIRC you can add secondary effects there.
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Odd, I have mine setup like this and no issues for campaign models.
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@chuanhsing: Go
May be best to allow an option for people to add more textures in the slot.
So an example WoW Model would have Texture reference 1 2 & 3.
The export options you can have
Texture 1.blp ->
Texture 1 Diffuse.dds
Texture 1 Specular.dds
Texture 1 Normal.dds
Texture 1 Emissive.dds
Texture 2.blp ->
Texture 2 Diffuse.dds
Texture 2 Specular.dds
Texture 2 Normal.dds
Texture 2 Emissive.dds
Texture 3.blp ->
Texture 3 Diffuse.dds
Texture 3 Specular.dds
Texture 3 Normal.dds
Texture 3 Emissive.dds
And have each of those be checkable to allow those to be added.
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@psychodread: Go
Make the texture the size you want, the Dialog - Image needs to be 1.689x larger to be 1:1 size.
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@psychodread: Go
A 76x76 image is about 45 x 45 when on the Blizzard UI.
With your 132x132 image you want to set it at: 223x223 for size in the UI.
So if you want exact you need to take the image size multiply it by 1.688888888888889, round down or up your choice.
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@SquarelyCircle: Go
Ahh I didn't notice that.
In that case he'll need to create a region where the lava raises and make the AI avoid that region.
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@Mohumasta: Go
Plop some pathing blockers around the lava point.
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From messing around with it, this looks like the best way to add in custom textures for existing units.
However I've been testing it with a gateway that has an alternate skin.
Getting this to work on another unit has been somewhat annoying since there are quite a few variables in it.
Anyone know exactly how to lay this out properly?
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I have a model in the SC2MOD for a project I'm working on.
It looks fine in the editor, shows up with textures and whatnot but in game a sphere with the generic keyboard texture.
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Make a Region,
Setup a trigger event to go off when a unit enters the region
Have an action to change the controller of the Drill.
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@LemonKing: Go
Well going to update this, apparently I forgot to initialize my defines for this to work.
So no problem, just triggering late. :|
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EDIT: Forgot to include a '?' in the title. Sorry.
This one is kinda giving me issues as its returning an all blue normal texture.
ICON_TABLE = No File <File - Image[20]>
Variable - Set ICON_TABLE[1] = Assets\Textures\btn-ability-terran-experiencedplasmagun.dds
I then call it elsewhere via:
Dialog - Set (Last created dialog item) image to ICON_TABLE[1] for (Player group(PLAYER_X))
As I said earlier, its coming up blue when I recall the information via a link. :|
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@s3rius: Go
Thanks!
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Anyone have an idea how to do this properly?