I had a strange problem whereby it was impossible to give my custom models their relevant textures.
I eventually figured out that I had to re-import my models (filetype: .m3) into 3D Studio Max (or similar), and apply the SC2Material type to them, with their diffuse, specular, normal and emissive maps all linked to the model (in 3DS Max). Then I had to re-export the .m3 files and re-import them, and their textures to my SC2 map.
I lost easily two days trying every method of texture replacement or texture select by id, and various other actor/model/texture object configurations to no avail.
Maybe I was being stupid, or maybe a recent patch fundamentally changed how 'custom' assets are being used in game. Or maybe this was a quirk particular to my specific models. Who knows.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I have read a lot of tutorials today. But I still encounter a problem I can´t solve.
I downloaded Ladik's MPQeditor. I opened the SC2:BW Mod and extracted the following files:
dragoon_diffuse.dds dragoon_emissive.dds dragoon_normal.dds dragoon_specular.dds
Dragoon.m3 DragoonDeath.m3
I import them into my test map. I have tried a lot of things from different tutorials, but the model always shows up white in the editor and ingame.
Of course it is hard for you to tell me exactly what to do since I have not described exactly what I have done.
Any idea what might be the problem?
Sure you imported the textures into your map as well as the model? Checked to see if the textures are linked to the model as they should be?
For the last one look up the old method of texture swapping (the method from before the use of the texture select by id event).
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
@Kabelkorven: Go
I had a strange problem whereby it was impossible to give my custom models their relevant textures.
I eventually figured out that I had to re-import my models (filetype: .m3) into 3D Studio Max (or similar), and apply the SC2Material type to them, with their diffuse, specular, normal and emissive maps all linked to the model (in 3DS Max). Then I had to re-export the .m3 files and re-import them, and their textures to my SC2 map.
I lost easily two days trying every method of texture replacement or texture select by id, and various other actor/model/texture object configurations to no avail.
Maybe I was being stupid, or maybe a recent patch fundamentally changed how 'custom' assets are being used in game. Or maybe this was a quirk particular to my specific models. Who knows.