I have no previous experience in 3d modelling and texturing but I would like to make a custom ground decal doodad, like the arrow and other road markers doodads. I would use them for marking team ownership and putting my signature directly on the map, as well as other things.
So... how do I go about this? I installed blender and the m3 exporter, but then what?
In my imagination I would create a rectangle polygon and then add the custom texture to that somehow. Perhaps there has to be multiple .dds files for different layers?
It would be very helpful if someone with more experience could sketch a learning path/mention which topics I need to learn in order to complete this. Or just tell me that I should find another solution so I wont waste time on this.
Well I know the Alive Inside doodad can have pretty much any of the decals in game applied to it (you can choose them in the doodad's Texture tab after placing.) Shouldn't be too hard to apply custom ones to it too.
Seems only to be an issue with Splat type actors. I have had success with the ZergTargetingCursor2 model using a Model type actor created on the cursor and using a SOpBasicScopeFollow SOp.
Just made the Zerg AOE Cursor model into a Model type actor attached to the cursor like the psistorm splat and the retextured it using standard methods (Texture Select By ID).
Your model does not seem to be terrain conforming.
Decal/Projections/Projectors can now be imported and exported with my m3addon.
I haven't figured out yet what the different kind of parameters do. The first 6 are animatable. To make the field have a certain value at a given time do:
select a time in the timeline
enter a number in the animtable field
hover the field with the mouse
press i.
Creating a decal with the m3addon works the same way like creating a particle system. In the following video tutorial I explain how to make a particle system with my m3addon:
Sadly I got 0 feedback on that mini tutorial so I don't feel much motivated to create a seperate a tutorial about how to create decals...
Since I haven't created a material preset for projections/decals I suggest that you have open existing decal models and compare them with yours if something doesn't work.
I am having trouble making these things transparent at all by using a splat model. Is there any way to do this? Set Opacity actor message seems to have no effect.
Well it's simple enough to just change the transparency of the texture before I even import it into the game. I was hoping to find a simple trigger solution though.
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I have no previous experience in 3d modelling and texturing but I would like to make a custom ground decal doodad, like the arrow and other road markers doodads. I would use them for marking team ownership and putting my signature directly on the map, as well as other things.
So... how do I go about this? I installed blender and the m3 exporter, but then what?
In my imagination I would create a rectangle polygon and then add the custom texture to that somehow. Perhaps there has to be multiple .dds files for different layers?
It would be very helpful if someone with more experience could sketch a learning path/mention which topics I need to learn in order to complete this. Or just tell me that I should find another solution so I wont waste time on this.
thx
Actually, I'm pretty sure there's a decal doodad somewhere. All you need to do is make your custom decal and import it.
@PsychoticArchon: Go
Well I know the Alive Inside doodad can have pretty much any of the decals in game applied to it (you can choose them in the doodad's Texture tab after placing.) Shouldn't be too hard to apply custom ones to it too.
Use the tutorial im my signature to just retexture an existing one. Also works for splat models too.
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 would recommend using a splat model, some of the decals don't show under low settings. Splat models also conform to terrain.
Formally Kinkycactus
Just do not make them a Splat type actor since those refuse to be retextured.
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
Hey I keep trying to reinact what you did there but I cannot for the life of me make that happen, can you provide the map you did that with?
ok so I kind of got it but the decal is cutting off when changing terrain cells -.- darned confusing stuff bro
Managed to find a previous post by you and that helped, it's working as intended now:
Are these monochromatic only or can you use a full color image?
Okay they definitely are full color based on my own testing. Next question, how do I make these visible in the fog of war?
On your actor there should be a field that says Actor: Fog Visibility: set that to visible and it should in theory, make it seen in FoW
Hmmm...but I am just using a splat model right now. I wasn't able to get an actor working.
@Monkalizer: Go
can you not just upload .dds file and then assign it to an actor, sort of parallel to making a custom .dds for a command card button?
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@EchoedRequiem: Go
Just made the Zerg AOE Cursor model into a Model type actor attached to the cursor like the psistorm splat and the retextured it using standard methods (Texture Select By ID).
Your model does not seem to be terrain conforming.
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
Decal/Projections/Projectors can now be imported and exported with my m3addon.
I haven't figured out yet what the different kind of parameters do. The first 6 are animatable. To make the field have a certain value at a given time do:
Creating a decal with the m3addon works the same way like creating a particle system. In the following video tutorial I explain how to make a particle system with my m3addon:
http://www.sc2mapster.com/forums/resources/tutorials/42922-blender-how-to-make-particle-systems/
Sadly I got 0 feedback on that mini tutorial so I don't feel much motivated to create a seperate a tutorial about how to create decals...
Since I haven't created a material preset for projections/decals I suggest that you have open existing decal models and compare them with yours if something doesn't work.
Have anyone ever saw any team colored splats?
I believe some of the protoss line decal doodads have that functionality.
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 am having trouble making these things transparent at all by using a splat model. Is there any way to do this? Set Opacity actor message seems to have no effect.
I am also wondering if it is possible to get these to appear 'on top' of creep instead of having creep cover them.
@rtschutter: Go
Almost every projection has transparent parts. So you could just open any projection model with my m3addon and get started from there.
Well it's simple enough to just change the transparency of the texture before I even import it into the game. I was hoping to find a simple trigger solution though.