I have been wanting to retexture the model of the Command Center to use the Dark Command Center retexture made by KORroy, but without replacing the original Command Center, so that I'm able to have both the original Command Center and its "dark" version in the same map. kinkykactus very nicely pointed me to this tutorial, with which I have been able to successfully apply the texture change through the data editor:
However, I'm still having some issues with the retexture: the first is minor and is that when flying the smoke of the Command Center's propulsion no longer appears; the second issue is rather major though: when the dark Command Center is destroyed, the death model still uses the original texture. I have tried to apply the method of the tutorial to the death model, but that didn't work.
I did find, though, a post in the tutorial's thread which points to a solution to my problem:
You can make a unit use a custom death actor. I would recommend copying the default UnitDeathModel actor, set it up accordingly and link it in the Death Actor Model of your unit actor.
However, I don't understand exactly what I should do; I didn't understand two things in that post:
1. I'm not sure of what was meant by "setting the UnitDeathModel actor accordingly".
2. I'm not sure of how to link that with the death model of my unit actor, if it is through the "Actor: Copy Source" field (like other actors based on UnitDeathModel seem to do) or through normal actor-model linkage.
Does anyone have any ideas to help me with my problem?
Odds are you are retexturing the smoke particle emitter to use a 0 alpha texture (blank). Just do not retexture that to avoid it. Else you are messing with some other field that is unrelated to the retexture.
The Combat: Death Actor Model field of the Unit type actor uses a Model type actor that is created on death for the visual. Some units use a completely different model from the live unit model. You need to make sure this model is also set up to be retextured.
Odds are you are retexturing the smoke particle emitter to use a 0 alpha texture (blank). Just do not retexture that to avoid it. Else you are messing with some other field that is unrelated to the retexture.
The Combat: Death Actor Model field of the Unit type actor uses a Model type actor that is created on death for the visual. Some units use a completely different model from the live unit model. You need to make sure this model is also set up to be retextured.
I did exactly that, I set up the death model to be retextured as well (I applied the tutorial method to the Command Center's death model), but it didn't work. I tried setting up events to change texture upon death, but that didn't work either (I tried using "Actor Destruction", "Unit Death" and "Unit Death Custom", but none of these worked).
@Andrettin: Go In theory you can't use ActorDestruction to do that, because the actor was destroyed and wont respond to events anymore. In this case it would be better to use ActorCreation for the death actor. But I'm not saying that would solve your problem.
@Andrettin: Go In theory you can't use ActorDestruction to do that, because the actor was destroyed and wont respond to events anymore. In this case it would be better to use ActorCreation for the death actor. But I'm not saying that would solve your problem.
The Command Center doesn't have a death actor though (the death model is part of the normal actor). Should I then create a death actor for the command center? If so, how?
The Command Center doesn't have a death actor though (the death model is part of the normal actor). Should I then create a death actor for the command center? If so, how?
Yes, duplicate the default death actor, add your texture select by ID code to it and plug it in in the death effects of the Command Center.
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I have been wanting to retexture the model of the Command Center to use the Dark Command Center retexture made by KORroy, but without replacing the original Command Center, so that I'm able to have both the original Command Center and its "dark" version in the same map. kinkykactus very nicely pointed me to this tutorial, with which I have been able to successfully apply the texture change through the data editor:
However, I'm still having some issues with the retexture: the first is minor and is that when flying the smoke of the Command Center's propulsion no longer appears; the second issue is rather major though: when the dark Command Center is destroyed, the death model still uses the original texture. I have tried to apply the method of the tutorial to the death model, but that didn't work.
I did find, though, a post in the tutorial's thread which points to a solution to my problem:
However, I don't understand exactly what I should do; I didn't understand two things in that post:
1. I'm not sure of what was meant by "setting the UnitDeathModel actor accordingly". 2. I'm not sure of how to link that with the death model of my unit actor, if it is through the "Actor: Copy Source" field (like other actors based on UnitDeathModel seem to do) or through normal actor-model linkage.
Does anyone have any ideas to help me with my problem?
Odds are you are retexturing the smoke particle emitter to use a 0 alpha texture (blank). Just do not retexture that to avoid it. Else you are messing with some other field that is unrelated to the retexture.
The Combat: Death Actor Model field of the Unit type actor uses a Model type actor that is created on death for the visual. Some units use a completely different model from the live unit model. You need to make sure this model is also set up 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
I did exactly that, I set up the death model to be retextured as well (I applied the tutorial method to the Command Center's death model), but it didn't work. I tried setting up events to change texture upon death, but that didn't work either (I tried using "Actor Destruction", "Unit Death" and "Unit Death Custom", but none of these worked).
@Andrettin: Go In theory you can't use ActorDestruction to do that, because the actor was destroyed and wont respond to events anymore. In this case it would be better to use ActorCreation for the death actor. But I'm not saying that would solve your problem.
The Command Center doesn't have a death actor though (the death model is part of the normal actor). Should I then create a death actor for the command center? If so, how?
Yes, duplicate the default death actor, add your texture select by ID code to it and plug it in in the death effects of the Command Center.