It is an emissive texture called EnergyPlane3.dds. It is not shown, if your shader settings are set to medium or lower; it shows up in the previewer, if you use higher settings within your editor. The editor settings are set to medium by default (at least for me), regardless of the settings your game uses. You can change them manually.
You can change or remove it by swapping out the texture, for example by using the Texture Select by ID method (the test map uses the Tassadar model, it uses the same principle and the same texture):
I really like the pearlescent texture, seems to shimmer multiple colors. I put a white glow while testing this a while back and unit was pure black, looked pretty badass.
Let me dig a bit. It was a while ago when I was working on that "Uber Protoss" that I posted about in the TextureSelectByID tutorial thread(which I have since stopped working on because it was too much alike that other unit thing), and though I saw it and thought it was cool, I had my heart set on red.
EDIT: So I went back into the map since I save every little map(I should probably clean my folder out) and for the red glow I was using animbloodsplat1.dds. So, real quick I just looked up "glow" in the textures and tried out GenericGlow64 and it looks pretty cool. A hint of gray, shimmers.
Tried out aiurovermindcrater_glow.dds and there's almost no glow, except for a little trace of "spidery cracks" colored purple running over the armor of the Preserver/Tassadar.
charbridge_glow.dds same as the overmindcrater glow, spidery/spotty orange.
generator_glow/_glowred.dds have a cool shimmer pattern.
another really cool glow effect, part white/pale orange/pale yellow, is t1_sm_mb_windowglow_e.dds, slightest hint of a shimmer, mostly "solid/specular" type coloring when the unit fidgets, black shows through.
The blue/green/teal/aquamarine/whatever shimmering is zhakuldasprison_glow
@Kueken531: Go
Is that pearlescent shimmering texture in the editor by default or did you import it? The one that is at 32 seconds in your video.
I swapped EVERYTHING. Glows, diffuse, specs. For each and every single attachment, which included Sentry, Interceptor(can you spot it?), Tassadar, Voidseeker, Urun(hero Pheonix), EyeofAdunCharge, VoidPrismImpact which happens to be attached to the center of the Voidseeker, and an interesting thing while I was playing around with the glows, I got this "curtain" effect to show up that spins around the globe, just by changing the texture of the swirly lightning. I'll post a video of it. It's a BIG change.
Here we go... still processing, but i'll link it here anyways. Should be done in a minute, very short vid.
Is that pearlescent shimmering texture in the editor by default or did you import it? The one that is at 32 seconds in your video.
I did not use imported textures in that video; you can look up the used textures in the attached map. I think, it was a diffuse or emissive texture for some colorful plants.
The test map doesn't work "No mapping for slot body.diffuse" I know how to change the diffuse map/emissive map, but i can't seem to change the glow around tassadar.
I tried removing the prefix from the Texture declaration, as "Emissive = EnergyPlane3.dds" doesn't use the prefix, but "Tassadar_Emissive.dds" does. I figured having the prefix there was causing it to target the wrong emissive map. Same error appeared. "no mapping for slot body.diffuse".
As of patch 1.5, every texture declaration needs to use the prefix, it was optional before. So don't remove the prefix from the Tassadar textures, but add a prefix to the EnergyPlane part. You can use the entire texture name, "EnergyPlane3.dds" as Prefix as well as for the Trigger On Substring field, then it should work.
Also, have a look at this map, where I fixed the issue.
It's not halo because the glow is different and i checked. In previewer he appears without glow
It is an emissive texture called EnergyPlane3.dds. It is not shown, if your shader settings are set to medium or lower; it shows up in the previewer, if you use higher settings within your editor. The editor settings are set to medium by default (at least for me), regardless of the settings your game uses. You can change them manually.
You can change or remove it by swapping out the texture, for example by using the Texture Select by ID method (the test map uses the Tassadar model, it uses the same principle and the same texture):
Press Space to cycle textures in the testmap.
thanks
@Kueken531: Go
I really like the pearlescent texture, seems to shimmer multiple colors. I put a white glow while testing this a while back and unit was pure black, looked pretty badass.
@BorgDragon: Go
Dont know this texture, what is it called in the editor?
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
Let me dig a bit. It was a while ago when I was working on that "Uber Protoss" that I posted about in the TextureSelectByID tutorial thread(which I have since stopped working on because it was too much alike that other unit thing), and though I saw it and thought it was cool, I had my heart set on red.
EDIT: So I went back into the map since I save every little map(I should probably clean my folder out) and for the red glow I was using animbloodsplat1.dds. So, real quick I just looked up "glow" in the textures and tried out GenericGlow64 and it looks pretty cool. A hint of gray, shimmers.
Tried out aiurovermindcrater_glow.dds and there's almost no glow, except for a little trace of "spidery cracks" colored purple running over the armor of the Preserver/Tassadar.
charbridge_glow.dds same as the overmindcrater glow, spidery/spotty orange.
generator_glow/_glowred.dds have a cool shimmer pattern.
another really cool glow effect, part white/pale orange/pale yellow, is t1_sm_mb_windowglow_e.dds, slightest hint of a shimmer, mostly "solid/specular" type coloring when the unit fidgets, black shows through.
The blue/green/teal/aquamarine/whatever shimmering is zhakuldasprison_glow
@Kueken531: Go Is that pearlescent shimmering texture in the editor by default or did you import it? The one that is at 32 seconds in your video.
Looks very nice, too bad you stopped it.
But you didn't just swap the energy plane, right? Looks like a red plane and a black-ish diffusal swap.
@Kueken531: Go
I swapped EVERYTHING. Glows, diffuse, specs. For each and every single attachment, which included Sentry, Interceptor(can you spot it?), Tassadar, Voidseeker, Urun(hero Pheonix), EyeofAdunCharge, VoidPrismImpact which happens to be attached to the center of the Voidseeker, and an interesting thing while I was playing around with the glows, I got this "curtain" effect to show up that spins around the globe, just by changing the texture of the swirly lightning. I'll post a video of it. It's a BIG change.
Here we go... still processing, but i'll link it here anyways. Should be done in a minute, very short vid.
I did not use imported textures in that video; you can look up the used textures in the attached map. I think, it was a diffuse or emissive texture for some colorful plants.
€
Assets\Textures\zhakuldastree_diffuse.dds
The test map doesn't work "No mapping for slot body.diffuse" I know how to change the diffuse map/emissive map, but i can't seem to change the glow around tassadar.
I tried removing the prefix from the Texture declaration, as "Emissive = EnergyPlane3.dds" doesn't use the prefix, but "Tassadar_Emissive.dds" does. I figured having the prefix there was causing it to target the wrong emissive map. Same error appeared. "no mapping for slot body.diffuse".
Any help?
As of patch 1.5, every texture declaration needs to use the prefix, it was optional before. So don't remove the prefix from the Tassadar textures, but add a prefix to the EnergyPlane part. You can use the entire texture name, "EnergyPlane3.dds" as Prefix as well as for the Trigger On Substring field, then it should work.
Also, have a look at this map, where I fixed the issue.
can it be forced to show on low graphic settings?