Hello there, so I have been lurking around this forum for while now and noticed I had an old account ,
anyhow. So I have been experimenting a bit in the editor and wanted to do some family for the lonely "lava crab". So I thought to change some textures to the "SwarmHostSpawn" and "SwarmHostSpawnFlyer". After a lot of experimenting and searching I managed to swap out the texture with help from this tutorial, (http://www.forum.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#posts). I did run into some problems though. The emissive layer in the material for the SwarmHostSpawn had the same texture for the specular and emissive.
I did manage to sort that out tho, and finally get some emissive glow, but it has some different emissive settings then I need. for instance. The Lava Bug has a HDR Emissive is set 5 and the emissive blend type is set to add, while in the SwarmHostSpawn it has HDR Emissive 3 and Blend type is "team color blend".
Is there any way to alter this without having to export the model and change it in a 3d modeling software?
The reason I am wondering is because I think this is the reason why my model glows brighter then a thousand suns if it uses a team color. If I set the team color to "black" on actor creation it do not glow but then it won't use the emissive at all. And if they "alt+F" or what ever the shortcut is to see friendly/hostile unit color it glows again.
And then I also have a problem with the "SwarmHostSpawnFlying", I do not seam to have an emissive slot in it's material so how do I go about to add one to I can use my custom emissive texture on that one?
I'll add some pictures below to show you my progress so far.
Yea, if you can't edit the material (you'd need to export it to max or blender to edit), then your only choice is to have a custom emissive texture, dark enough to darken the high emissiveness of the material.
Usually, if the emissive works for other models using the add or blend emissive blend types, making it work for team color blend is as easy as converting all black parts of the texture to transparency. However, the glow will still be affected by the teamcolor, a white teamcolor will cause it to glow normally, while any other teamcolor will affect the glowing color in some way. Also, try to swap the emissive texture to a mostly or fully transparent one (braxisalpha vines emissive or a custom texture), you will notice, that it works for all team colors and will prevent any glow.
You can actually use that to your advantage, like in video (the models are edited to use the team color blend type), however you cannot change the emissive blend type without editing and re-importing the model.
Models without an emissive textures also cannot be made to use one without editing the model, unfortunately.
Hello there, so I have been lurking around this forum for while now and noticed I had an old account ,
anyhow. So I have been experimenting a bit in the editor and wanted to do some family for the lonely "lava crab". So I thought to change some textures to the "SwarmHostSpawn" and "SwarmHostSpawnFlyer". After a lot of experimenting and searching I managed to swap out the texture with help from this tutorial, (http://www.forum.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#posts). I did run into some problems though. The emissive layer in the material for the SwarmHostSpawn had the same texture for the specular and emissive.
I did manage to sort that out tho, and finally get some emissive glow, but it has some different emissive settings then I need. for instance. The Lava Bug has a HDR Emissive is set 5 and the emissive blend type is set to add, while in the SwarmHostSpawn it has HDR Emissive 3 and Blend type is "team color blend".
Is there any way to alter this without having to export the model and change it in a 3d modeling software?
The reason I am wondering is because I think this is the reason why my model glows brighter then a thousand suns if it uses a team color. If I set the team color to "black" on actor creation it do not glow but then it won't use the emissive at all. And if they "alt+F" or what ever the shortcut is to see friendly/hostile unit color it glows again.
And then I also have a problem with the "SwarmHostSpawnFlying", I do not seam to have an emissive slot in it's material so how do I go about to add one to I can use my custom emissive texture on that one?
I'll add some pictures below to show you my progress so far.
Yea, if you can't edit the material (you'd need to export it to max or blender to edit), then your only choice is to have a custom emissive texture, dark enough to darken the high emissiveness of the material.
Usually, if the emissive works for other models using the add or blend emissive blend types, making it work for team color blend is as easy as converting all black parts of the texture to transparency. However, the glow will still be affected by the teamcolor, a white teamcolor will cause it to glow normally, while any other teamcolor will affect the glowing color in some way. Also, try to swap the emissive texture to a mostly or fully transparent one (braxisalpha vines emissive or a custom texture), you will notice, that it works for all team colors and will prevent any glow.
You can actually use that to your advantage, like in video (the models are edited to use the team color blend type), however you cannot change the emissive blend type without editing and re-importing the model.
Models without an emissive textures also cannot be made to use one without editing the model, unfortunately.
Remember actors can use the Set Team Color event action that can tweak the emissive to an extent.
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
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