1. Imported Diffuse, Emissive, Normal, and Specular dds files and moved them to the Assets/Textures folder.
2. Created Diffuse, Specular, Normal, and Emissive textures.
3. Added four SelectTextureById actor events for the new Civilian-based unit named Zombie.
4. This is the Diffuse actor event and the other three are the same.
5. Under the model Texture Declaration field is the Diffuse Adaption that is also the same as the other three.
6. Then I have opened the .m3 file in Blender and the .dds texture. Direct Link
7. This is where I hit a wall. My m3 file does not have the option to unwrap.
__________________
Original Post
I am wanting to swap the emissive, normal, specular, and diffuse textures with the Zombie (Male) unit which is based off the Civilian (Male) unit.
I exported the Dead Vandals textures (diffuse, normal, and specular) and using Photoshop to also create an emissive texture for a glowing eye. With the four textures (diffuse, emissive, normal, and specular) I imported them and moved them to the Asset/Texture folder. I created four new textures:
I made four ActorCreation actor events with their actions being TextureSelectById Zombie_Diffuse, TextureSelectById Zombie_Emissive, TextureSelectById Zombie_Normal, and TextureSelectById Zombie_Specular.
That was the tutorial that I followed and yes I have the Texture Declarations. The only thing I did not do was the texture1 because that was for adding the Zealot dreadlocks. What my issue is the Civilian model does not have all four layers and the layer missing is the emissive one.
If so I'd go an make a model for each one then use a morph ability to change between them.
Not really sure what you want to do with them though.
I want to give the Civilian model the textures from the Dead Vandal doodad then add an emissive texture to it to give the Civilian unit glowing cyan, yellow or red eyes.
1. You put main in the target slot for the actor event. Don't. That box is used to send the actor events to another actor in the same actor event. Leave it blank so that the Texture Select By Id will target the actor it's placed in.
2. You've made the slot for everything in both the Texture Declaration and the actual textures main. Since they are all the same, the editor is probably mixing everything up. I would suggest changing the slots to be main.diffuse, main.emissive, main.specular and main.normal, putting main.diffuse in the slot for the diffuse part of the texture declaration and the diffuse texture and linking the other texture accordingly.
1. You put main in the target slot for the actor event. Don't. That box is used to send the actor events to another actor in the same actor event. Leave it blank so that the Texture Select By Id will target the actor it's placed in.
2. You've made the slot for everything in both the Texture Declaration and the actual textures main. Since they are all the same, the editor is probably mixing everything up. I would suggest changing the slots to be main.diffuse, main.emissive, main.specular and main.normal, putting main.diffuse in the slot for the diffuse part of the texture declaration and the diffuse texture and linking the other texture accordingly.
Let me give this a shot and I will get back to you.
Update
This did not work. From what I have been told is the Civilian.m3 file does not have an emissive layer.
Basically you have just to do the following steps:
Import the model into Blender
Make sure the correct material is selected in the "M3 Materials" tab. You can find out which material a mesh has by right clicking first the mesh and then selecting the materials tab in the Properties Editor. The materials tab contains a "M3 Material Settings" tab which shows the name of the material the mesh uses.
Once the correct material is selected, go to the M3 Material Layers tab and select the Diffuse layer. Change the image path to your liking. The path needs to be the same like the one which can be found at the right side of the Archive Browser(SC2 Editor->Window->Console->enter "browse"). It can also be the path of an imported texture
You can also adjust other layers. To add the classic emissive texture you need to select the "Self Illumination" layer in the M3 Material Layers tab and set the image path to whatever you want. (Actually I am not sure myself what all the layers do exactly, if anyone wants to experiment and write an article about it would be cool :D )
Export the model. Either via menu or via the "M3 Quick Export" panel
Import the textures at the correct paths, save and check via the File->Add menu of the Cutscene Editor if the model is correct. Once you are statisfied just use the normal way of importing a model.
It's important to note, that if the Starcraft 2 Editor fails to lookup a texture for a model, that it will use a placeholder texture. That is why you should import the texture first, save, and then import the model. The saving is necessary to make the import effective. The only known way to stop the editor from using a placeholder texture is to restart it.
Have you tried doing the retexturing without the emissive texture to see if it would work? Also, is it possible that you could post the map? It would make it much easier to figure out the problem.
Have you tried doing the retexturing without the emissive texture to see if it would work? Also, is it possible that you could post the map? It would make it much easier to figure out the problem.
Here is the link to my map that I have uploaded. The unit is called 28 - Zombie (Male).
Unless the model has the layer to begin with you cannot retexture it.
That is what I said above about the emissive texture. I am curious on how to make an emissive layer. I have Blender setup like the screenshot in the first post.
Basically you have just to do the following steps:
Import the model into Blender
Make sure the correct material is selected in the "M3 Materials" tab. You can find out which material a mesh has by right clicking first the mesh and then selecting the materials tab in the Properties Editor. The materials tab contains a "M3 Material Settings" tab which shows the name of the material the mesh uses.
Once the correct material is selected, go to the M3 Material Layers tab and select the Diffuse layer. Change the image path to your liking. The path needs to be the same like the one which can be found at the right side of the Archive Browser(SC2 Editor->Window->Console->enter "browse"). It can also be the path of an imported texture
You can also adjust other layers. To add the classic emissive texture you need to select the "Self Illumination" layer in the M3 Material Layers tab and set the image path to whatever you want. (Actually I am not sure myself what all the layers do exactly, if anyone wants to experiment and write an article about it would be cool :D )
Export the model. Either via menu or via the "M3 Quick Export" panel
Import the textures at the correct paths, save and check via the File->Add menu of the Cutscene Editor if the model is correct. Once you are statisfied just use the normal way of importing a model.
It's important to note, that if the Starcraft 2 Editor fails to lookup a texture for a model, that it will use a placeholder texture. That is why you should import the texture first, save, and then import the model. The saving is necessary to make the import effective. The only known way to stop the editor from using a placeholder texture is to restart it.
I have just done that and it gives me the placeholder model (the checkered dome) and the emissive layer makes the entire unit glow and not just the eyes.
Update
This is what I get now in the editor.
Update #2
I think I am doing something wrong or not enough in Blender.
Update
This is what I have done and it is still broken.
1. Imported Diffuse, Emissive, Normal, and Specular dds files and moved them to the Assets/Textures folder.
2. Created Diffuse, Specular, Normal, and Emissive textures.
3. Added four SelectTextureById actor events for the new Civilian-based unit named Zombie.
4. This is the Diffuse actor event and the other three are the same.
5. Under the model Texture Declaration field is the Diffuse Adaption that is also the same as the other three.
6. Then I have opened the .m3 file in Blender and the .dds texture. Direct Link
7. This is where I hit a wall. My m3 file does not have the option to unwrap.
__________________
Original Post
I am wanting to swap the emissive, normal, specular, and diffuse textures with the Zombie (Male) unit which is based off the Civilian (Male) unit.
I exported the Dead Vandals textures (diffuse, normal, and specular) and using Photoshop to also create an emissive texture for a glowing eye. With the four textures (diffuse, emissive, normal, and specular) I imported them and moved them to the Asset/Texture folder. I created four new textures:
I made four ActorCreation actor events with their actions being TextureSelectById Zombie_Diffuse, TextureSelectById Zombie_Emissive, TextureSelectById Zombie_Normal, and TextureSelectById Zombie_Specular.
But nothing worked.
It has come to my attention that the Civilian model does not have an emissive layer. I will need to make a new model through Blender.
If anyone knows how to attach or create a Civilian emissive layer please reply!
Simply making a texture and using the texture select by id is not enough, you have to add information to the Texture Declarations field of the model the unit is using. For information on doing this, check out this post: http:www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/
uhh did you do your texture declarations?
That was the tutorial that I followed and yes I have the Texture Declarations. The only thing I did not do was the texture1 because that was for adding the Zealot dreadlocks. What my issue is the Civilian model does not have all four layers and the layer missing is the emissive one.
Do you want to just swap between them?
If so I'd go an make a model for each one then use a morph ability to change between them.
Not really sure what you want to do with them though.
Just pm Println, he wrote the tutorial on modelling with blender.
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 want to give the Civilian model the textures from the Dead Vandal doodad then add an emissive texture to it to give the Civilian unit glowing cyan, yellow or red eyes.
/bump
I've noticed 2 problems you have.
1. You put main in the target slot for the actor event. Don't. That box is used to send the actor events to another actor in the same actor event. Leave it blank so that the Texture Select By Id will target the actor it's placed in.
2. You've made the slot for everything in both the Texture Declaration and the actual textures main. Since they are all the same, the editor is probably mixing everything up. I would suggest changing the slots to be main.diffuse, main.emissive, main.specular and main.normal, putting main.diffuse in the slot for the diffuse part of the texture declaration and the diffuse texture and linking the other texture accordingly.
Let me give this a shot and I will get back to you.
Update
This did not work. From what I have been told is the Civilian.m3 file does not have an emissive layer.
Basically you have just to do the following steps:
It's important to note, that if the Starcraft 2 Editor fails to lookup a texture for a model, that it will use a placeholder texture. That is why you should import the texture first, save, and then import the model. The saving is necessary to make the import effective. The only known way to stop the editor from using a placeholder texture is to restart it.
@admielke: Go
Have you tried doing the retexturing without the emissive texture to see if it would work? Also, is it possible that you could post the map? It would make it much easier to figure out the problem.
@Spoolofwhool: Go
Let me finish doing this pathing and I will upload the map.
Here is the link to my map that I have uploaded. The unit is called 28 - Zombie (Male).
@Spoolofwhool: Go
Unless the model has the layer to begin with you cannot retexture it.
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
That is what I said above about the emissive texture. I am curious on how to make an emissive layer. I have Blender setup like the screenshot in the first post.
Read post number 13. Println told you how.
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 have just done that and it gives me the placeholder model (the checkered dome) and the emissive layer makes the entire unit glow and not just the eyes.
Update
This is what I get now in the editor.
Update #2
I think I am doing something wrong or not enough in Blender.