So, I guess in SC2, like in WC3, you have to completely overwrite the base texture of a model if you want to import a new one? Is there any way to use an alternate texture without overwriting? For example, having two different marine skins to choose from in-game, without importing a copy of the marine model. Thanks for any info.
Ideally what I would want is to be able to import another marine texture (like a camo skin, or whatever), and be able to use that in the same map as well as the original (not overwrite it), and without needing to import an extra marine model.
Open the Data Editor and go to Textures. Pick one that you aren't using on your map (these are decals, I think?). Look at the file name.
Import your custom texture with this name to the correct path, and then send an actor message "Texture set by ID" (or something) to the texture name you replaced.
Thanks for the response. I tried a few things along the line that you suggested, including overwriting a texture; creating my own; and setting the file field of an existing texture to my texture. When trying to apply it (using "SelectTextureById" message), either nothing happens or my unit goes all black (usually nothing happens). Have you verified this works with full unit textures?
Thanks again, sorry if I'm not getting it :P
P.S. - I already tested the alternate skin by just overwriting the default skin and it does work.
Hmm. I have only tried this with decals, but in doing so have accidentally done it with more interesting models so I know it is possible; since it was an accident, I couldn't tell you exactly how I reproduced it.
Sorry bud, your guess is as good as mine. I am pretty sure it is possible though, I swear I had a messed up looking marine at one point, lol.
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So, I guess in SC2, like in WC3, you have to completely overwrite the base texture of a model if you want to import a new one? Is there any way to use an alternate texture without overwriting? For example, having two different marine skins to choose from in-game, without importing a copy of the marine model. Thanks for any info.
Well I know that you can overlap ANOTHER texture, and then set the actor's texture ID to that. But that might not be what you want...
@NuneShelping: Go
Can you elaborate on that?
Ideally what I would want is to be able to import another marine texture (like a camo skin, or whatever), and be able to use that in the same map as well as the original (not overwrite it), and without needing to import an extra marine model.
Open the Data Editor and go to Textures. Pick one that you aren't using on your map (these are decals, I think?). Look at the file name.
Import your custom texture with this name to the correct path, and then send an actor message "Texture set by ID" (or something) to the texture name you replaced.
@NuneShelping: Go
Thanks for the response. I tried a few things along the line that you suggested, including overwriting a texture; creating my own; and setting the file field of an existing texture to my texture. When trying to apply it (using "SelectTextureById" message), either nothing happens or my unit goes all black (usually nothing happens). Have you verified this works with full unit textures?
Thanks again, sorry if I'm not getting it :P
P.S. - I already tested the alternate skin by just overwriting the default skin and it does work.
Hmm. I have only tried this with decals, but in doing so have accidentally done it with more interesting models so I know it is possible; since it was an accident, I couldn't tell you exactly how I reproduced it.
Sorry bud, your guess is as good as mine. I am pretty sure it is possible though, I swear I had a messed up looking marine at one point, lol.