BUT I get lost when selecting alternative textures - the textures that the splat .m3 models reference don't seem to have anything resembling a splat in the texture when you look at them.
(Example: Splat_Pylon.m3 uses Pylon_Emissive.dds... Pylon_Emissive.dds is the texture for the pylon itself and I don't see anything resembling the splat... doesn't mean it's not there though)
I don't have 3d max to import the splat .m3 or I would to see what's going on ... (blender plugin not working as a side note - anyone figure that out?)
Anyone with any experience with splats at all? Thank you so much!
edit: given up on this for now... will update when/if I get it working. (as a side note I'm wondering how to do what I wanted to do with terrain textures instead of splats for performance reasons... but 'tis for another day)
Seems only to be an issue with Splat type actors. I have had success with the ZergTargetingCursor2 model using a Model type actor created on the cursor and using a SOpBasicScopeFollow SOp.
I've been messing around with splat actors for a few days now, I've found the most practical way to retexture them is with the "Texture By ID" method.
The main difference between "Texture By ID" for Splats vs Units is that Splats normally do not have a prefix. When setting up the Texture Declarations in the Model Tab, set Slot to main and Trigger on Substring to the model's default texture's file name.
I've also found that most Splats are set to AlphaAdd blend mode, causing them to glow, you can change them to AlphaBlend with a Hex Editor.
Is there a mode for splats to hide each other when intersected? Like 2 circles on mastercard logo, but with totally transparent area instead of orange and red stripes.
How do splat models and textures work? And is it possible, and how, to make and use custom splats?
Research has led me to several dead / unanswered threads... also this tut: http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/
BUT I get lost when selecting alternative textures - the textures that the splat .m3 models reference don't seem to have anything resembling a splat in the texture when you look at them.
(Example: Splat_Pylon.m3 uses Pylon_Emissive.dds... Pylon_Emissive.dds is the texture for the pylon itself and I don't see anything resembling the splat... doesn't mean it's not there though)
I don't have 3d max to import the splat .m3 or I would to see what's going on ... (blender plugin not working as a side note - anyone figure that out?)
Anyone with any experience with splats at all? Thank you so much!
edit: given up on this for now... will update when/if I get it working. (as a side note I'm wondering how to do what I wanted to do with terrain textures instead of splats for performance reasons... but 'tis for another day)
@saucysoup: Go
Seems Pylon was maybe a bad example... other splat textures exist... resuming experimenting with tutorial...
Sounds interesting, I will look into it too.
Edit: They resist model swapping too.
Try the Properties: Accepted Transers field
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Seems only to be an issue with Splat type actors. I have had success with the ZergTargetingCursor2 model using a Model type actor created on the cursor and using a SOpBasicScopeFollow SOp.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Models like 'Terran_tarmac_01' works perfectly as splat-models, and that's not a splat model
Trouble is retexturing splat actors.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I've been messing around with splat actors for a few days now, I've found the most practical way to retexture them is with the "Texture By ID" method.
The main difference between "Texture By ID" for Splats vs Units is that Splats normally do not have a prefix. When setting up the Texture Declarations in the Model Tab, set Slot to main and Trigger on Substring to the model's default texture's file name.
I've also found that most Splats are set to AlphaAdd blend mode, causing them to glow, you can change them to AlphaBlend with a Hex Editor.
Formally Kinkycactus
@ZombieZasz: Go
Is there a mode for splats to hide each other when intersected? Like 2 circles on mastercard logo, but with totally transparent area instead of orange and red stripes.
@Zolden: Go
Unfortunately I don't believe so, most of the blending modes "multiply" when stacking except for Opaque and AlphaBlend which simply Overlap.
Formally Kinkycactus