I'm trying to replace the models of various units with their "mercenary" counterparts for a multiplayer map. Since I encountered so many problems using solely the swarm campaign dependency, I decided to try again with the multiplayer dependency instead. (I'm trying to maintain the multiplayer experience; balance, units, etc) All was fine until I got to mercenary units. What I did was export the .m3 files for the merc models using a swarm.campaign map, and imported them to the swarm.multiplayer map. This happened:
The portraits have this insane light behind them, and the models themselves glow a bright version of their team color (in this case, player 1, red). Anybody know why this is happening, and how I can fix it? Thanks. : )
That model uses textures found in the WoL campaign dependency. If you don't want to use that dependency export all the textures and import them into your map. To find all the textures the model uses preview it then right click and click materials. You should be able to see which ones you are missing in there.
That model uses textures found in the WoL campaign dependency. If you don't want to use that dependency export all the textures and import them into your map. To find all the textures the model uses preview it then right click and click materials. You should be able to see which ones you are missing in there.
When I went into the cutscene editor and opened model data (campaign map), this is what I found:
It makes sense, the emissive data is missing (from the multiplayer map), resulting in these wacky lights/colors. Where can I obtain those files? I can't find them anywhere...
Okay, I finally solved the issue. I was looking in the wrong area, I feel very stupid. I opened Assets/Textures in the campaign map, found all the .dds files I needed, exported/imported them, and the texture returned to normal (in game). Thanks for your help guys. :)
Hello there,
I'm trying to replace the models of various units with their "mercenary" counterparts for a multiplayer map. Since I encountered so many problems using solely the swarm campaign dependency, I decided to try again with the multiplayer dependency instead. (I'm trying to maintain the multiplayer experience; balance, units, etc) All was fine until I got to mercenary units. What I did was export the .m3 files for the merc models using a swarm.campaign map, and imported them to the swarm.multiplayer map. This happened:
The portraits have this insane light behind them, and the models themselves glow a bright version of their team color (in this case, player 1, red). Anybody know why this is happening, and how I can fix it? Thanks. : )
The teamcolour might be fixed using a Set Tint Color event action to lower the hdr.
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
@coolioofthecool: Go
That model uses textures found in the WoL campaign dependency. If you don't want to use that dependency export all the textures and import them into your map. To find all the textures the model uses preview it then right click and click materials. You should be able to see which ones you are missing in there.
When I went into the cutscene editor and opened model data (campaign map), this is what I found:
It makes sense, the emissive data is missing (from the multiplayer map), resulting in these wacky lights/colors. Where can I obtain those files? I can't find them anywhere...
Okay, I finally solved the issue. I was looking in the wrong area, I feel very stupid. I opened Assets/Textures in the campaign map, found all the .dds files I needed, exported/imported them, and the texture returned to normal (in game). Thanks for your help guys. :)
@coolioofthecool: Go
You're welcome I'm glad it worked out :)