The problem is very simillar to my prevous question about the zerg biomass.
Well I've found model and textures of dark protoss which I've needed in my campaign - the colossus, the phoenix and the observer. They're out of a range of "Dark protoss" upgrade in editor. I've imported it (these models and textures), loaded etc. Ok. They work. But...
... but I've got also other protoss on this map which I want to be still "normal" protoss. So I need to find a way to switch the model of actors (phoenix, colossus and observer) only in case of one player on map. By creating simple data upgrade I can't do that - the upgrade of actor allows only to change the replacement model which is not enough. I've got to find a way to switch the general model of actor in case of one player.
Well, the funny things is that in my editor - I didn't see any effect in "dark protoss" upgrade. :D I was thinking that way of course. I look again to be sure.
As you can see on my printscreen, there's no effects in dark protoss upgrade on editor ("Mroczni protosi" means "Dark protoss" in polish). :(
I do not know what mimic. :/ If I could i would do that of course.
Find the Texture Select by ID tutorial here on the site, it will tell you everything you need to do to swap the textures of a model (Use this only if you haven't gotten a model file as well). Then look at the Dark Protoss upgrade. First, add the units into its Affected Units array, then go to the actors of one of the regular units (like the Zealot) and find the actor events that relate to Dark Protoss, and recreate those in your other units. In case you are using Texture Select by ID, keep in mind that on some protoss units, including the Phoenix, swappings emissives can be buggy and cause the entire unit to glow, and you'll of course have to use the TextureSelectByID message instead of modelswap.
(If units aren't in the Affected Units array of the upgrade, the "Upgrade.DarkProtoss.Add" event won't work. The ActorCreation with the validator and modelswap will work just fine)
Also, you obviously have to create a Model object in the Models tab if you are importing a model. Those are pretty straightforward, just copy paste the one of your unit and change its file path.
Thanks for long advice but I know how it works texture editor. :) It was the problem no with dark protoss but with applying the textures changes only for one player. :) As you suggest - the most important was swap model in events.
Well I've done it with your advices. I change events of colossus, phoenix and observer and added them to the simple dark protoss upgrade. It works.
Hey everyone.
The problem is very simillar to my prevous question about the zerg biomass.
Well I've found model and textures of dark protoss which I've needed in my campaign - the colossus, the phoenix and the observer. They're out of a range of "Dark protoss" upgrade in editor. I've imported it (these models and textures), loaded etc. Ok. They work. But...
... but I've got also other protoss on this map which I want to be still "normal" protoss. So I need to find a way to switch the model of actors (phoenix, colossus and observer) only in case of one player on map. By creating simple data upgrade I can't do that - the upgrade of actor allows only to change the replacement model which is not enough. I've got to find a way to switch the general model of actor in case of one player.
Any suggestions please? :)
@nimbusqwe: Go
Look at how the dark protoss upgrade works. In actor events on a zealot... Mimic that and set the dark protoss team tech to have that researched.
Well, the funny things is that in my editor - I didn't see any effect in "dark protoss" upgrade. :D I was thinking that way of course. I look again to be sure.
@nimbusqwe: Go
http://oi48.tinypic.com/2r460dd.jpg
As you can see on my printscreen, there's no effects in dark protoss upgrade on editor ("Mroczni protosi" means "Dark protoss" in polish). :( I do not know what mimic. :/ If I could i would do that of course.
make sure you have campaign dependencies.
Ok. I find I found it. In the events of actor. As you suggest. Thanks. I inform if problem will be solved. :) But I think it's a good way.
Ps. Yes, they're campaign dependencies.
@nimbusqwe: Go
Find the Texture Select by ID tutorial here on the site, it will tell you everything you need to do to swap the textures of a model (Use this only if you haven't gotten a model file as well). Then look at the Dark Protoss upgrade. First, add the units into its Affected Units array, then go to the actors of one of the regular units (like the Zealot) and find the actor events that relate to Dark Protoss, and recreate those in your other units. In case you are using Texture Select by ID, keep in mind that on some protoss units, including the Phoenix, swappings emissives can be buggy and cause the entire unit to glow, and you'll of course have to use the TextureSelectByID message instead of modelswap.
(If units aren't in the Affected Units array of the upgrade, the "Upgrade.DarkProtoss.Add" event won't work. The ActorCreation with the validator and modelswap will work just fine)
Also, you obviously have to create a Model object in the Models tab if you are importing a model. Those are pretty straightforward, just copy paste the one of your unit and change its file path.
TheAlmaity:
Thanks for long advice but I know how it works texture editor. :) It was the problem no with dark protoss but with applying the textures changes only for one player. :) As you suggest - the most important was swap model in events.
Well I've done it with your advices. I change events of colossus, phoenix and observer and added them to the simple dark protoss upgrade. It works.
Thanks for everyone. :) The problem is solved.