I believe there was something with textures where you make it invisible where you want the color. By invisible I mean if it was on a model you would see through it. I'm not experienced so I don't know what it's called when you're doing it in photoshop or whatever image editor your using.
But you don't do it in 3ds max. That's the textures, not the model itself.
There is a checkbox at diffusion map, named "Render alpha layer as team color". You need to have it checked. It will make black alpha layer areas to be teamcolored.
Basically I want the outer rings of this sensor tower to be 1. emissive (glowing) and 2. colored in the player color.
The rest of the structure should have a normal material on it.
So I'm totally confused on how to do that. I have created a Starcraft 2 material but now I'm messing up with the different maps. Do I need one material for both the rings and the body part or do I need two different materials? Do I only need to check the team color option @ diffusive maps and not @ emissive / specular? What is compmap about? As far as I know the diffusive map is the basic texture so why isn't the texture displayed when I use a diffusive map but not a compmap?
Basically I want the outer rings of this sensor tower to be 1. emissive (glowing) and 2. colored in the player color.
Ok, then you need to have white texture with black alpha as diffuse map. I haven't experimented with emissive map yet, but I can suppose, that you need to use white texture with no alpha or with white alpha as emissive map.
Do I need one material for both the rings and the body part or do I need two different materials?
U don't need, but u can use different materials. Or use 1 material, and just spread texture parts between surfaces of your model. For your case I'd recommend to use tiny, like 32 x 32 texture to use for rings, and normal size texture for the tower itself.
Do I only need to check the team color option @ diffusive maps and not @ emissive / specular?
U need to have team color box checked only at diffuse map. U can check it on other maps, but it will cause something u probably don't want to see.
What is compmap about?
Have no idea.
As far as I know the diffusive map is the basic texture so why isn't the texture displayed when I use a diffusive map but not a compmap?
It may not be displayed in 3ds max, but you will see in the editor after export. Make sure, that you have applied the material to yout model.
Ok I did everything according to what you said. The basic texture of the body part works (I turned the compmap off but it is displayed ingame as you said). The rings do actually glow, but they are grey. No player colors there. Do you possibly have an idea on what I've done wrong?
I use a 32x32 white dds with black alpha channel as a diffusemap with team colors enabled (well I didn't paint over it since when I created the alpha channel the black has automatically been created).
I use a 32x32 white dds with no alpha channel (white32.dds SC2 standard file) as an emismap.
Both applied to the rings.
I have exported all sc2 textures and moved them to the 3ds max maps folder, applied some of them to the model and exported the model. That's all I did but apparently it works for the diffuse textures so why shouldn't it work for the white32.dds too?
I think you haven't cleaned standart "assets\textures" path at exporter, so the model can see its main textures there, but u have probably imported your white dds with black alpha to the same catalog as your model, so it can't find it in assets\textures. So, try to move it there.
Or try to export your model with cleaned path field. And import your textures and model to the same catalog in sc2.
Hey there,
I need some models I'm currently creating in 3Ds Max to display player colors on certain parts. How can I achieve this?
Thanks in advance.
I believe there was something with textures where you make it invisible where you want the color. By invisible I mean if it was on a model you would see through it. I'm not experienced so I don't know what it's called when you're doing it in photoshop or whatever image editor your using.
But you don't do it in 3ds max. That's the textures, not the model itself.
There is a checkbox at diffusion map, named "Render alpha layer as team color". You need to have it checked. It will make black alpha layer areas to be teamcolored.
@Zolden: Go
Thx, but how can I add black alpha layer areas?
Do you have photoshop? If not, just dl it from torrents.
Then simply open your texture, go to channels, add a new channel, it will be the alpha one, and paint on it as u usually do,
Here's what I intend to do:
Basically I want the outer rings of this sensor tower to be 1. emissive (glowing) and 2. colored in the player color. The rest of the structure should have a normal material on it.
So I'm totally confused on how to do that. I have created a Starcraft 2 material but now I'm messing up with the different maps. Do I need one material for both the rings and the body part or do I need two different materials? Do I only need to check the team color option @ diffusive maps and not @ emissive / specular? What is compmap about? As far as I know the diffusive map is the basic texture so why isn't the texture displayed when I use a diffusive map but not a compmap?
Help appreciated :)
Basically I want the outer rings of this sensor tower to be 1. emissive (glowing) and 2. colored in the player color.
Ok, then you need to have white texture with black alpha as diffuse map. I haven't experimented with emissive map yet, but I can suppose, that you need to use white texture with no alpha or with white alpha as emissive map.
Do I need one material for both the rings and the body part or do I need two different materials?
U don't need, but u can use different materials. Or use 1 material, and just spread texture parts between surfaces of your model. For your case I'd recommend to use tiny, like 32 x 32 texture to use for rings, and normal size texture for the tower itself.
Do I only need to check the team color option @ diffusive maps and not @ emissive / specular?
U need to have team color box checked only at diffuse map. U can check it on other maps, but it will cause something u probably don't want to see.
What is compmap about?
Have no idea.
As far as I know the diffusive map is the basic texture so why isn't the texture displayed when I use a diffusive map but not a compmap?
It may not be displayed in 3ds max, but you will see in the editor after export. Make sure, that you have applied the material to yout model.
@Zolden: Go
Ok I did everything according to what you said. The basic texture of the body part works (I turned the compmap off but it is displayed ingame as you said). The rings do actually glow, but they are grey. No player colors there. Do you possibly have an idea on what I've done wrong?
I use a 32x32 white dds with black alpha channel as a diffusemap with team colors enabled (well I didn't paint over it since when I created the alpha channel the black has automatically been created). I use a 32x32 white dds with no alpha channel (white32.dds SC2 standard file) as an emismap. Both applied to the rings.
Are you sure your thing's owner isn't player 0?
Have you exported white.dds, loaded it as a map, imported it back and set the proper path to it at texture path field?
@Zolden: Go
The owner isn't 0.
I have exported all sc2 textures and moved them to the 3ds max maps folder, applied some of them to the model and exported the model. That's all I did but apparently it works for the diffuse textures so why shouldn't it work for the white32.dds too?
I think you haven't cleaned standart "assets\textures" path at exporter, so the model can see its main textures there, but u have probably imported your white dds with black alpha to the same catalog as your model, so it can't find it in assets\textures. So, try to move it there.
Or try to export your model with cleaned path field. And import your textures and model to the same catalog in sc2.
@Zolden: Go Big THX for your help :)
Good job, looks cool :)
@Ranuglin: Go
Wow..... Those would make really good base markers for my Capture the flag...
Wanna share the model?
@grenegg: Go
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