As I said in the other thread, I've tried to start work on the camoflauge feature.
I don't know if it is my own screwup, or my graphic settings, but I don't see anything changing. I'm uploading it anyway, since I've added an actor event to the Droid and a new Validator for the Agria tileset.
Can't go wrong with aciddeath2, redstonelarvafall_diffuse and Tychus05_ briefing_xelnagaworldship_emissive2. At least until we get some custom textures for other paint jobs. Although some of the Bubba textures might also look good on it with luck.
Take a look at the pic in my signature for a sample of the redstone one.
Alright, I have the validators for each tileset finished. I also added testure diffuse fields for each type of tileset (Urban, Jungle, ect.) and threw a few temporary textures on most of them. (Just because it looked cool, I used the dark protoss nexus for out current tileset.)
I haven't taken the time to set up the actor events for each validator yet.
Still, we can always use a Combine validator to fuse several tileset validators together to reduce the workload, since how many different shades of jungle do we need.
I haven't tested it, but from the discussion I imagine its a lot of work to make these textures work. I long time ago I saw one solution that was, at least apparently, way easier, but I didn't know how to make it work for a custom model.
If you don't remember or never read the post, I simply modified the SCV's actor to use a doodad model, one that uses terrain textures, and the result is that the unit was always "copying" the terrain texture it was on, no need for extensive data modification. If we could get a modeller to apply the correct texture file to some parts of the model it would look amazing.
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@AtikLYar: Go If I remeber it right, I didn't change it, but its easy to do, I'll change it later.
@SoulFilcher: Go
Alright, sounds good.
Yeah giving the harvester birth and death animations would be a higher priority.
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
As I said in the other thread, I've tried to start work on the camoflauge feature.
I don't know if it is my own screwup, or my graphic settings, but I don't see anything changing. I'm uploading it anyway, since I've added an actor event to the Droid and a new Validator for the Agria tileset.
I advise you read:
http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/?page=15#p292
You did not set the model up so it can accept a texture swap and you did not specify a texture to swap to in the events.
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
Alright, I see.
I am pretty much completely incompetent with the editor, and did what you had said to.
I sort of assumed there wasn't anything else I had to do. >.>
Alright. I have the unit set up for the texture change, but I'm not sure what new textures to make it take.
Can't go wrong with aciddeath2, redstonelarvafall_diffuse and Tychus05_ briefing_xelnagaworldship_emissive2. At least until we get some custom textures for other paint jobs. Although some of the Bubba textures might also look good on it with luck.
Take a look at the pic in my signature for a sample of the redstone one.
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 tried all of those.... and eventually decided to just upload it with the Xelnaga Worldship style.
I'm... kinda torn on how it looks in the end. For some reason, the Emissive texture with the green lines doesn't want to work.
I guess I'll save my opinion on the idea until we see it on all the units and with the custom textures.
Current cversion has a test reskin, and the droid is all set up for more.
You use the emissive as a diffuse texture. Not all models are capable of having an emissive.
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
Ah, I see.
Well, if you or Soul wants to mess around more, go for it....
This actually was quite informative to mess around with, so thanks for that.
You mean like this?
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
Yeah, but I was trying to get that and the normal metal underneath. I didn't realize it wasn't possible. *shrug*
There are plenty of metallic textures to try.
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
How is it going? I don't feel like working on textures, so I thought I'd wait to work on other things.
@SoulFilcher: Go
Admittedly? I've been pretty swamped with work, so havn't gotten the chance to work on the map.
I'll try to get the validators for other tile sets soon-ish, and then hand it back over to you guys before I break something.... >.>
Alright, I have the validators for each tileset finished. I also added testure diffuse fields for each type of tileset (Urban, Jungle, ect.) and threw a few temporary textures on most of them. (Just because it looked cool, I used the dark protoss nexus for out current tileset.)
I haven't taken the time to set up the actor events for each validator yet.
Still, we can always use a Combine validator to fuse several tileset validators together to reduce the workload, since how many different shades of jungle do we need.
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
I didn't know we could combine Validators or Actor events.
I already set it up assuming we would just have one per tileset type.
I haven't tested it, but from the discussion I imagine its a lot of work to make these textures work. I long time ago I saw one solution that was, at least apparently, way easier, but I didn't know how to make it work for a custom model.
If you don't remember or never read the post, I simply modified the SCV's actor to use a doodad model, one that uses terrain textures, and the result is that the unit was always "copying" the terrain texture it was on, no need for extensive data modification. If we could get a modeller to apply the correct texture file to some parts of the model it would look amazing.