I know of two places where it is used. One is the decal on Tychus's arm and the other is to reskin the protoss buildings to make them "Dark Protoss". If I had more time I would also experiment with it. It seems to have different effects depending what texture you try and load with it and if the model you are using it on has decal textures.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
almost every terran unit has decals, and there are ALOT of them. place one in the terrain editor, then edit the units properties in the terrain editor and you can choose the decals.
I know this is a necro answer but I finally have the correct method. It is a several step process.
Firtly, under the Models data type you must modify Texture Declarations - Adaptions - Applies To File. The left Index refers to the number of the materials folder in the previewer of the model. The right index refers to the texture files in the folder with 0 being the top and going down systematically with increasing number. Enable the textures you want to be able to change with the Texture Select By Id event. Secondly you must modify Texture Declarations - Adaptions - Slot, there are several potential slots and I have not tested if any reference works but main works for most purposes. This refers to which texture to replace if the model has several textures of the same type eg. Archon. Under the Texture Declarations - Adaptions - Trigger On Substring field you must put in the name of the textures you are going to alter with a _ before it eg. _Diffuse. Finally the Texture Declarations - Prefix needs to be set to the prefix of the textures you want to change with a _ after it, this can be seen in the previewer eg. THanson02Baneling_ for the aberation model.
The second step is to create your textures under the Textures data type, the File fields is the texure you will apply and the Slot field refers to what texture it will replace. In the slot field you need to type in the slot followed by the texture to replace with a period between them eg. main.diffuse.
The final step is to reference the texture under the actor events using the Texture Select By Id event.
Here is a pic of some aberations with a changed diffuse texture.
ATTACHMENTS
Screenshot2011-04-14_23_47_25.jpg
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Seems I made a mess of things. It appears the Texture Declarations - Adaptions - Trigger On Substring must be the suffix of the texture already used. Been playing with retexturing the collossus beam found out it only worked that way with the aberation because the diffuse texture it used ended in diffuse. Sorry
Seems with units only some textures can be used. In this example map the sludgewater texture could be used for the collossus beam but not for the actual unit model. Any clues?
I know this is a necro answer but I finally have the correct method. It is a several step process.
Firtly, under the Models data type you must modify Texture Declarations - Adaptions - Applies To File. The left Index refers to the number of the materials folder in the previewer of the model. The right index refers to the texture files in the folder with 0 being the top and going down systematically with increasing number. Enable the textures you want to be able to change with the Texture Select By Id event. Secondly you must modify Texture Declarations - Adaptions - Slot, there are several potential slots and I have not tested if any reference works but main works for most purposes. This refers to which texture to replace if the model has several textures of the same type eg. Archon. Under the Texture Declarations - Adaptions - Trigger On Substring field you must put in the name of the textures you are going to alter with a _ before it eg. _Diffuse. Finally the Texture Declarations - Prefix needs to be set to the prefix of the textures you want to change with a _ after it, this can be seen in the previewer eg. THanson02Baneling_ for the aberation model.
The second step is to create your textures under the Textures data type, the File fields is the texure you will apply and the Slot field refers to what texture it will replace. In the slot field you need to type in the slot followed by the texture to replace with a period between them eg. main.diffuse.
The final step is to reference the texture under the actor events using the Texture Select By Id event.
Here is a pic of some aberations with a changed diffuse texture.
uhhhhh.... I don't get it :S The map didnt help much, i think i need a full tutorial x_x
What the title says. I'm not even sure what it does...
Anyone?
I know of two places where it is used. One is the decal on Tychus's arm and the other is to reskin the protoss buildings to make them "Dark Protoss". If I had more time I would also experiment with it. It seems to have different effects depending what texture you try and load with it and if the model you are using it on has decal textures.
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
almost every terran unit has decals, and there are ALOT of them. place one in the terrain editor, then edit the units properties in the terrain editor and you can choose the decals.
Well, i ask because I seem to recall that someone referenced this message in trying to explain how people make different looking effects :S
I know this is a necro answer but I finally have the correct method. It is a several step process.
Firtly, under the Models data type you must modify Texture Declarations - Adaptions - Applies To File. The left Index refers to the number of the materials folder in the previewer of the model. The right index refers to the texture files in the folder with 0 being the top and going down systematically with increasing number. Enable the textures you want to be able to change with the Texture Select By Id event. Secondly you must modify Texture Declarations - Adaptions - Slot, there are several potential slots and I have not tested if any reference works but main works for most purposes. This refers to which texture to replace if the model has several textures of the same type eg. Archon. Under the Texture Declarations - Adaptions - Trigger On Substring field you must put in the name of the textures you are going to alter with a _ before it eg. _Diffuse. Finally the Texture Declarations - Prefix needs to be set to the prefix of the textures you want to change with a _ after it, this can be seen in the previewer eg. THanson02Baneling_ for the aberation model.
The second step is to create your textures under the Textures data type, the File fields is the texure you will apply and the Slot field refers to what texture it will replace. In the slot field you need to type in the slot followed by the texture to replace with a period between them eg. main.diffuse.
The final step is to reference the texture under the actor events using the Texture Select By Id event.
Here is a pic of some aberations with a changed diffuse texture.
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
Wow, I have to try it myself.
Great job on finding this!
I just did what the protoss buildings do in the campaign and did a little trial and error.
On a side note anyone using terrain matching camo ghosts or siege tanks are stealing my idea.
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
Despite following what you wrote down, I get an error in the editor along the lines of 'Could not find texture with id TestDiffuse and expression 1.
I'm trying to apply a diffuse swap on a Stone Zealot.
Example map?
Seems I made a mess of things. It appears the Texture Declarations - Adaptions - Trigger On Substring must be the suffix of the texture already used. Been playing with retexturing the collossus beam found out it only worked that way with the aberation because the diffuse texture it used ended in diffuse. Sorry
Seems with units only some textures can be used. In this example map the sludgewater texture could be used for the collossus beam but not for the actual unit model. Any clues?
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
Still toying around with this and it's pretty cool.
I changed the PrisonZealot's Emissive, Diffuse, Normal, and Specular to that of a regular zealot and it looks pretty darned close!
Ive just been messing with different textures. Bubbas truckstop diffuse has big potential for transformer maps.
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
uhhhhh.... I don't get it :S The map didnt help much, i think i need a full tutorial x_x
http://forums.sc2mapster.com/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#p1
I made a tutorial with the basics, also attached a map. I turn Prison Zealots into Blue Haired Zealots.