While this seems like something that should be posted in the Terrain forum, it has more relevance to Data Editor knowledge. Standard rock doodads such as 'Rock', 'Rock large', and 'Rock Giant' plus many others have varying textures relative to the terrain texture set they are placed with. This way the same standard rock sets can fit in with the large variety of environments in the terrain texture set selection.
I recently added some Char textures and both Char cliff sets to a Haven map and all of my rocks have turned a red-brown colour. This looks very bad against the grey rock and green grass of Haven. I have looked through the Data Editor and can't work out a way of fixing the rock texture on my map, there must be a way.
Can anyone help?
When you double-click a rock in the Terrain Editor, there is a tab for 'Textures' containing a drop-down menu entitled 'main' with only one option 'default'. Perhaps I can add more options?
Use the Texture Select By Id actor event and you can swap the textures of the rocks to whatever you want. Read my signature for a link to the tutorial for it and a pic showing how easy it is.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The tutorial looks great, nice work. But there is only one standard Zealot model. I have many different sized rocks, and many different variations for each size. The editor changed all my rock textures to, what looks like the Mar Sara colour, in one go. Surely I can change them back just as easily without having to edit each individual model.
EDIT: It seems that adding the Char Rock texture to my texture set (which was copied from Haven) changed the lighting and rock doodad textures. For now I'm reverting back to standard haven in order to decorate but the last part of the map I will make is going to require Char textures so if anyone can help, let me know.
I highly suggest, as Dr Super Evil did, to use the texture select by id. It's extremely simple, just mess around with it and it'll open up sooooooo many options for you. As for there only being one standard zealot model, it's 'cause your dependencies aren't set to include campaign units. And besides the "Prison Zealot" in the tut is just an example, you should be replacing "Prison Zealot" with something you want, ie "Char Giant Rock" or whatever it is. This way you can have the huge spires that char has, but give it a haven rock texture and it'll match.
In the tutorial the prizon zealot was only used because it is a model structurally similar to the regular zealot so made a good mimic. You can change most textures of any model you wish. I have even made some funky looking supercraneadvs. As doodad variations usually share common texures it is very easy to make whole groups able to be altered.
While this seems like something that should be posted in the Terrain forum, it has more relevance to Data Editor knowledge. Standard rock doodads such as 'Rock', 'Rock large', and 'Rock Giant' plus many others have varying textures relative to the terrain texture set they are placed with. This way the same standard rock sets can fit in with the large variety of environments in the terrain texture set selection.
I recently added some Char textures and both Char cliff sets to a Haven map and all of my rocks have turned a red-brown colour. This looks very bad against the grey rock and green grass of Haven. I have looked through the Data Editor and can't work out a way of fixing the rock texture on my map, there must be a way.
Can anyone help?
When you double-click a rock in the Terrain Editor, there is a tab for 'Textures' containing a drop-down menu entitled 'main' with only one option 'default'. Perhaps I can add more options?
Use the Texture Select By Id actor event and you can swap the textures of the rocks to whatever you want. Read my signature for a link to the tutorial for it and a pic showing how easy it is.
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
@DrSuperEvil: Go
The tutorial looks great, nice work. But there is only one standard Zealot model. I have many different sized rocks, and many different variations for each size. The editor changed all my rock textures to, what looks like the Mar Sara colour, in one go. Surely I can change them back just as easily without having to edit each individual model.
EDIT: It seems that adding the Char Rock texture to my texture set (which was copied from Haven) changed the lighting and rock doodad textures. For now I'm reverting back to standard haven in order to decorate but the last part of the map I will make is going to require Char textures so if anyone can help, let me know.
I highly suggest, as Dr Super Evil did, to use the texture select by id. It's extremely simple, just mess around with it and it'll open up sooooooo many options for you. As for there only being one standard zealot model, it's 'cause your dependencies aren't set to include campaign units. And besides the "Prison Zealot" in the tut is just an example, you should be replacing "Prison Zealot" with something you want, ie "Char Giant Rock" or whatever it is. This way you can have the huge spires that char has, but give it a haven rock texture and it'll match.
In the tutorial the prizon zealot was only used because it is a model structurally similar to the regular zealot so made a good mimic. You can change most textures of any model you wish. I have even made some funky looking supercraneadvs. As doodad variations usually share common texures it is very easy to make whole groups able to be altered.
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