Just have a Combine type validator set to OR and throw 3-5 of the Terrain validators into it before linking the term on the actors to the combine validator instead of the individual terrain ones. This could mean the same texture could be used for several different ones.
Once a model is set up for texture swapping it is quite easy, hard art is choosing what looks good and funky. If you want just read the tutorial on the Texture Select By Id event action.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
@DrSuperEvil: Go Yeah, I know how that works, I've already used it in my mod. But unless some parts of the model are set to use the specific texture we want to replace we have to replace the whole texture every time, and that's not what I had in mind.
Alright peeps, I'm just now returning to SC2..... sorry for ghosting, I got addicted to SW:TOR for a while, and still kinda am.
As for Alpha testing. I was thinking of going in and creating a ton of placeholder units and buildings so we can add them to a normal map, like Metropolis or something, and let people mess around with out ideas, it will also give us some ideas of balance against other races and such.
I'll get to work in the test map, and then upload it so the combine mechanic can get added to all the fusion units and such, unless you all think we should just leave them as normal units for the very first version of Alpha.
EDIT: Just added a placeholder for the 'mech building', Junker, the Repair flyer, and the Powehouse units.
And I wont be helping much any time soon because I already have too much to finish. Have to complete the Harvest ability simulation, my simbiote demo map and do major work on the wiki.
I'm working on more placeholders and getting everything ready for some sort of Alpha testing.
Currently, I need to add the Liner, Bomber Bot, Ariel Ace, and Petard.
I'll snag the map to work on some more and keep you guys updated. Although, Soul or someone will probably need to help me in moving everything over to another map for Alpha testing.
Whats wrong with petard? That has a long history even if it is french in origin. Also mayeb check some of the other name suggestions for the units?
I actually have some hilarious unit names right now....
"Powerhouse Air Unit" and "Powerhouse Ground Unit" both come to mind rather quickly.... lol
I also have some fairly poorly implimented duplicate weapons that may need to be fixed up... >.> I originally thought to make them duplicates of normal weapons, so the upgrades could be programmed to work fine. But I didn't realize how much clutter it would make in several data fields... >.<
Double post, but I figured I would upload the latest version for everyone.
I wasn't really sure what to do for the Petard or Demo Droid, so they are the only units absent right now (Besides an air upgrade building of some sort.)
Requierments, Abillities, Upgrades, and all proper weapons still need to be added still, but I think we at least are making some notable progress.
What you mean by we? It is you who has done most of the grinding with putting it all together. I only did the awesome stuff.
Out of interest was the zerg gate added as an unbuildable unit?
Also the powerhouse stuff was more a definition of the roles rather than a name. It was a placeholder until a name could be thought (a thinktank of 4 people is lacking in inspiration)
@DrSuperEvil: Go Well, English is not my native language and I know nothing of French, so to me Petard sounds like retard and its not good. And Droid as part of units names is simply lame. Drone is used by Zerg so I think we shouldnt use it. I suggest Buzzer for maybe the wroker unit even though I dont think its a great name.
But enough of this discussion because it belongs to the brainstorm thread.
@AtikLYar: Go Its the best thing to do, always upload the newest version, we never know when one of us will have some free time to work on it. I'll try to work on the data you mentioned.
Petards were a category of siege tactic used in the late middle ages where tunnels under medieval fortifications with kegs of gunpower were detonated to cause the collapse of the walls of the fort. Often these actions would detonate prematurely resulting in the suicide of those attemting them.
I didn't see the zerg gate, so I don't think it was ever added in.
The power cable system also still needs to be added in, I blieve, as well as any conbination system for the fusion units. (Right now they're built from where I figured you would research the ability to make them.)
@AtikLYar: Go I'll move the power system, probably next week because I'm not on my computer right now. I didn't know the zerg gate was supposed to be included in this project, what's the point?
In a mission involving the machines needing to take a now zerg-infected Terran settlement, they encounter the gate protecting the zerg-zone. So they need to go around and take down nearby hives or something that are somehow connected to the gate.
Perhaps they are providing it with creep, and once all the creep is gone from the gate, it dies?
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@AtikLYar: Go
Just have a Combine type validator set to OR and throw 3-5 of the Terrain validators into it before linking the term on the actors to the combine validator instead of the individual terrain ones. This could mean the same texture could be used for several different ones.
@SoulFilcher: Go
Once a model is set up for texture swapping it is quite easy, hard art is choosing what looks good and funky. If you want just read the tutorial on the Texture Select By Id event action.
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 Yeah, I know how that works, I've already used it in my mod. But unless some parts of the model are set to use the specific texture we want to replace we have to replace the whole texture every time, and that's not what I had in mind.
The same concept can also be used for creating attached Model actors.
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
Is there a certain time the alpha will come out? this looks just terrific and I would love to try it out. Thanks!
The more people contributing, the sooner it will be ready for alpha.
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 peeps, I'm just now returning to SC2..... sorry for ghosting, I got addicted to SW:TOR for a while, and still kinda am.
As for Alpha testing. I was thinking of going in and creating a ton of placeholder units and buildings so we can add them to a normal map, like Metropolis or something, and let people mess around with out ideas, it will also give us some ideas of balance against other races and such.
I'll get to work in the test map, and then upload it so the combine mechanic can get added to all the fusion units and such, unless you all think we should just leave them as normal units for the very first version of Alpha.
EDIT: Just added a placeholder for the 'mech building', Junker, the Repair flyer, and the Powehouse units.
And I wont be helping much any time soon because I already have too much to finish. Have to complete the Harvest ability simulation, my simbiote demo map and do major work on the wiki.
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 then.
I'm working on more placeholders and getting everything ready for some sort of Alpha testing.
Currently, I need to add the Liner, Bomber Bot, Ariel Ace, and Petard.
I'll snag the map to work on some more and keep you guys updated. Although, Soul or someone will probably need to help me in moving everything over to another map for Alpha testing.
Dont worry, proof reading, I can do.
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
@AtikLYar: Go Great, with all the placeholder units maybe I can add some abilities. And damn we need better names for our units ;-)
Whats wrong with petard? That has a long history even if it is french in origin. Also mayeb check some of the other name suggestions for the units?
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 actually have some hilarious unit names right now....
"Powerhouse Air Unit" and "Powerhouse Ground Unit" both come to mind rather quickly.... lol
I also have some fairly poorly implimented duplicate weapons that may need to be fixed up... >.> I originally thought to make them duplicates of normal weapons, so the upgrades could be programmed to work fine. But I didn't realize how much clutter it would make in several data fields... >.<
Double post, but I figured I would upload the latest version for everyone.
I wasn't really sure what to do for the Petard or Demo Droid, so they are the only units absent right now (Besides an air upgrade building of some sort.)
Requierments, Abillities, Upgrades, and all proper weapons still need to be added still, but I think we at least are making some notable progress.
What you mean by we? It is you who has done most of the grinding with putting it all together. I only did the awesome stuff.
Out of interest was the zerg gate added as an unbuildable unit?
Also the powerhouse stuff was more a definition of the roles rather than a name. It was a placeholder until a name could be thought (a thinktank of 4 people is lacking in inspiration)
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 Well, English is not my native language and I know nothing of French, so to me Petard sounds like retard and its not good. And Droid as part of units names is simply lame. Drone is used by Zerg so I think we shouldnt use it. I suggest Buzzer for maybe the wroker unit even though I dont think its a great name.
But enough of this discussion because it belongs to the brainstorm thread.
@AtikLYar: Go Its the best thing to do, always upload the newest version, we never know when one of us will have some free time to work on it. I'll try to work on the data you mentioned.
@SoulFilcher: Go
Petards were a category of siege tactic used in the late middle ages where tunnels under medieval fortifications with kegs of gunpower were detonated to cause the collapse of the walls of the fort. Often these actions would detonate prematurely resulting in the suicide of those attemting them.
http://en.wikipedia.org/wiki/Petard
I will not even go into retard having similar origins to retrograde.
Ok I admit the everything droid part is a little retro from the 1980s
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 didn't see the zerg gate, so I don't think it was ever added in.
The power cable system also still needs to be added in, I blieve, as well as any conbination system for the fusion units. (Right now they're built from where I figured you would research the ability to make them.)
@AtikLYar: Go I'll move the power system, probably next week because I'm not on my computer right now. I didn't know the zerg gate was supposed to be included in this project, what's the point?
Campaign extra?
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
Just an idea for the zerg gate:
In a mission involving the machines needing to take a now zerg-infected Terran settlement, they encounter the gate protecting the zerg-zone. So they need to go around and take down nearby hives or something that are somehow connected to the gate.
Perhaps they are providing it with creep, and once all the creep is gone from the gate, it dies?