I imported a model via Art Tools, which uses textures extracted from the game's MPQ. How can I force the model to use the textures already in the game, so I don't have to waste space on duplicate textures? I'm sure it can be done, as in Warcraft 3 it was pretty simple.
Just use textures you exported from sc2. Set them inside material in Art Tools, instead of the original ones. Usually it's diffuse, normal and specular maps. Then, as mseverns mentioned, don't forget to check mopac paths on export.
Important thing to make the models look good with the new textures is toadjust uv-maps of them meshes to fit the new textures. I made it alot for my map, so alot of models consumed realy small space without textures. To edit uv-maps, add "unwrap uvw" modifier to the meshes, and then edit. It would take some practive to learn how to do it properly and achieve good look of retextured models. But it definitely worth it.
UV mapping is no problem, I had some experience with MAX.
Also, Vertex Colors can be really helpful for unique asset creation at a low disk space cost.
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I imported a model via Art Tools, which uses textures extracted from the game's MPQ. How can I force the model to use the textures already in the game, so I don't have to waste space on duplicate textures? I'm sure it can be done, as in Warcraft 3 it was pretty simple.
Finally I've found a way around it, using Texture Declarations, but isn't there a more ... "elegant" way to do it, without touching the data editor?
@Borington: Go
When you export with art tools make sure use mopaq paths is selected. Hopefully that will take care of the problem.
Just use textures you exported from sc2. Set them inside material in Art Tools, instead of the original ones. Usually it's diffuse, normal and specular maps. Then, as mseverns mentioned, don't forget to check mopac paths on export.
Important thing to make the models look good with the new textures is toadjust uv-maps of them meshes to fit the new textures. I made it alot for my map, so alot of models consumed realy small space without textures. To edit uv-maps, add "unwrap uvw" modifier to the meshes, and then edit. It would take some practive to learn how to do it properly and achieve good look of retextured models. But it definitely worth it.
Thanks for the replies!
UV mapping is no problem, I had some experience with MAX. Also, Vertex Colors can be really helpful for unique asset creation at a low disk space cost.