I am trying to create a new unit based on the Stalker from this model HERE and I have tried following this tutorial HERE as well as this one HERE, but it has not changed the look of the duplicate stalker unit.... Any ideas on how to do this? Any help would be much appreciated.
Which one is that? I may have read it, I'm not sure. I can give some more information if you'd like: The duplicate stalker unit is called the Royal Stalker, and I can't seem to get it to change from the normal Stalker_diffuse/specular/emissive to the custom texture RoyalStalker_diffuse/emissive. I have followed the tutorials on how to change the textures to no avail. But if this other tutorial turns out to be one I'm not thinking about, then I'll have to take a look at that one.
Okay, so I figured out what I had been doing wrong in the tutorial, so I deleted everything and started from scratch with a different unit. I'm now using the model "Star Relic" from Thrikodias' Modifications and creating that unit. However, I ran into yet another problem: I cannot change in the events, the texture select by id field to the StarRelic_Diffuse and StarRelic_Emmisive textures. But they ARE indeed created and ARE indeed real. Does anyone know what's going on here? Here's a couple screenshots to show you what I mean. As you can see, in the first picture, there is no StarRelic_Diffuse or StarRelic_Emissive to choose from, and in the second picture, they are indeed there. I have no idea what to do here, so any help with this problem would be appreciated....
I don't know, why the textures do not appear in the list. However, you can try to select some random textures, then switch to Raw Data or XML view and replace the ids manually.
Your model links to a model file called RoyalStalker.m3, which does not exist. You need to either import such a model or use the default stalker model instead.
For the Star Relic, you used the Star Relic prefix, so it tries to swap textures of that name. The textures of the void seeker you try to swap however are called VoidSeeker_diffuse.dds and VoidSeeker_glow.dds. Similar for the royal stalker.
Also, the actor of your stalker and your relic do not even use the modified models.
You checked the Defines Default Values checkbox for the StarRelic texture, which prevents them from showing up in the list.
-I had to completely redo my map, so I wasn't finished with the stalker...
-As for the Star Relic, I didn't think I was swapping VoidSeeker_glow.dds... I thought it was VoidSeeker_Emissive.dds. EDIT: I lied, I just checked, you were right.
-They don't use the modified models, but that was what I was trying to do. I was hoping that I wouldn't have to replace the Void Seeker and Stalker completely, because I want to use all 4 units, not just the two originals.
-That explains it.
So if you wouldn't mind telling me, what should I do to fix these? Some of them I can fix easily like the Defines Default Values. The others I don't know how to fix. Is it supposed to be the VoidSeeker prefix? I thought that if I wanted to swap them, I had to tell it to use the one I want to swap it to not the one I was trying to swap it from.
As for the Star Relic, I didn't think I was swapping VoidSeeker_glow.dds... I thought it was VoidSeeker_Specular.dds
The imported texture is suffixed as _Emissive, so I assumed, it should swap the emissive type texture, which for the void seeker is suffixed _glow.
The Royal Stalker uses a specular texture.
Quote:
-They don't use the modified models, but that was what I was trying to do. I was hoping that I wouldn't have to replace the Void Seeker and Stalker completely, because I want to use all 4 units, not just the two originals.
You don't lose access to the original models. You created new ones, the default actors can still use the old ones, but your units need to use the new ones, for the modifications to work.
You could even modify the original models and still don't lose access to them, because they work exactly the same way afterwards. You just add the possibility to use TextureSelectByID on them; without the actor message, nothing changes.
Quote:
I thought that if I wanted to swap them, I had to tell it to use the one I want to swap it to not the one I was trying to swap it from.
In the model, you define, which textures to swap from. The definition, which texture to swap to is done by creating the texture objects and sending the actor message.
I attached the map with the issues fixed to the previous post. Both units are working properly (and the default stalker and void seeker should still work), you can have a look at it.
I appreciate it, you will be credited for your help. It seems that you did it differently from the tutorial. I will do it your way in the future. I was able to recreate what you did on my copy of the map, so thanks again.
I appreciate it, you will be credited for your help. It seems that you did it differently from the tutorial. I will do it your way in the future. I was able to recreate what you did on my copy of the map, so thanks again.
I prefer to not use the Prefix at all, but to enter the entire texture name, and I like to specify the entire slot for the model. However, the method from the tutorial works just as good, if executed properly.
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I am trying to create a new unit based on the Stalker from this model HERE and I have tried following this tutorial HERE as well as this one HERE, but it has not changed the look of the duplicate stalker unit.... Any ideas on how to do this? Any help would be much appreciated.
The site of the last link has a virus on it, careful.
You have not said alot for us to go on. Have you read the tutorial on this site about importing textures?
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
Which one is that? I may have read it, I'm not sure. I can give some more information if you'd like: The duplicate stalker unit is called the Royal Stalker, and I can't seem to get it to change from the normal Stalker_diffuse/specular/emissive to the custom texture RoyalStalker_diffuse/emissive. I have followed the tutorials on how to change the textures to no avail. But if this other tutorial turns out to be one I'm not thinking about, then I'll have to take a look at that one.
Send us a pic of how your model is set up and then your events. Also have you tested it ingame to see if it works?
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
Sure here is some screenshots. And yes I've tested in game as well, and it still does not show up with the gold texture.
Okay, so I figured out what I had been doing wrong in the tutorial, so I deleted everything and started from scratch with a different unit. I'm now using the model "Star Relic" from Thrikodias' Modifications and creating that unit. However, I ran into yet another problem: I cannot change in the events, the texture select by id field to the StarRelic_Diffuse and StarRelic_Emmisive textures. But they ARE indeed created and ARE indeed real. Does anyone know what's going on here? Here's a couple screenshots to show you what I mean. As you can see, in the first picture, there is no StarRelic_Diffuse or StarRelic_Emissive to choose from, and in the second picture, they are indeed there. I have no idea what to do here, so any help with this problem would be appreciated....
You set up the model under the Models data type to allow the texture swap?
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 don't know, why the textures do not appear in the list. However, you can try to select some random textures, then switch to Raw Data or XML view and replace the ids manually.
@DrSuperEvil: Go
Yes, I set up the model as well.
@Kueken531: Go
I tried that, but it didn't work. This whole Texture Select by ID is annoying.
EDIT: Perhaps this problem is because the Star Relic used to be a unit but Blizzard got rid of it? I don't know, just a thought....
Care to attach the map?
@Kueken531: Go
Sure.
Your model links to a model file called RoyalStalker.m3, which does not exist. You need to either import such a model or use the default stalker model instead.
For the Star Relic, you used the Star Relic prefix, so it tries to swap textures of that name. The textures of the void seeker you try to swap however are called VoidSeeker_diffuse.dds and VoidSeeker_glow.dds. Similar for the royal stalker.
Also, the actor of your stalker and your relic do not even use the modified models.
You checked the Defines Default Values checkbox for the StarRelic texture, which prevents them from showing up in the list.
@Kueken531: Go
-I had to completely redo my map, so I wasn't finished with the stalker...
-As for the Star Relic, I didn't think I was swapping VoidSeeker_glow.dds... I thought it was VoidSeeker_Emissive.dds. EDIT: I lied, I just checked, you were right.
-They don't use the modified models, but that was what I was trying to do. I was hoping that I wouldn't have to replace the Void Seeker and Stalker completely, because I want to use all 4 units, not just the two originals.
-That explains it.
So if you wouldn't mind telling me, what should I do to fix these? Some of them I can fix easily like the Defines Default Values. The others I don't know how to fix. Is it supposed to be the VoidSeeker prefix? I thought that if I wanted to swap them, I had to tell it to use the one I want to swap it to not the one I was trying to swap it from.
The imported texture is suffixed as _Emissive, so I assumed, it should swap the emissive type texture, which for the void seeker is suffixed _glow.
The Royal Stalker uses a specular texture.
You don't lose access to the original models. You created new ones, the default actors can still use the old ones, but your units need to use the new ones, for the modifications to work.
You could even modify the original models and still don't lose access to them, because they work exactly the same way afterwards. You just add the possibility to use TextureSelectByID on them; without the actor message, nothing changes.
In the model, you define, which textures to swap from. The definition, which texture to swap to is done by creating the texture objects and sending the actor message.
I attached the map with the issues fixed to the previous post. Both units are working properly (and the default stalker and void seeker should still work), you can have a look at it.
@Kueken531: Go
I appreciate it, you will be credited for your help. It seems that you did it differently from the tutorial. I will do it your way in the future. I was able to recreate what you did on my copy of the map, so thanks again.
I prefer to not use the Prefix at all, but to enter the entire texture name, and I like to specify the entire slot for the model. However, the method from the tutorial works just as good, if executed properly.