I can't really figure out how to do that last thing. I went into the doodad, and deleted all the texture sets except for Aiur, but it's still the same texture :/
The first thing works fine, but I would absolutely hate to manually change every god damn rock that I will place.
Is there a way to copy the entire map over to a different tileset?
So I tried this, since it seemed odd that it wouldn't apply correctly, and couldn't get it working either. Ultimately, I'm hoping that its simpler than my workaround and that we're missing some vital part of the process that Mozared might know.
Here's the approach I took as a workaround. It hasn't been tested fully so it might produce some squiffy results; I apologize if it doesn't work out. It also applies the terrain-specific texture over any other doodad that uses the same texture (as far as I can tell, hence the global part you'll see later). I used the Rock (Giant) doodad to test and this changed the texture for the Rock Arch (RockArch) doodad as well. I would be careful about attempting to modify these same rock textures locally via Mozared's first method (if you decide to use this approach as well), as I fear they may revert to my method's textures when another actor/doodad is added to the map.
Actor Event Method:
Open your data editor and find the doodad you want to modify under the "Actors" tab to open up its respective data.
In the fields on the right side, find "(Basic) Event: Events - Send" and double click the corresponding cell to change it.
Right click in the white "Events - Send" box and add a new event.
Change the "Msg Type:" on the right to "Actor Creation"
Click on the Text that currently says "ActionDamagePhysics" in the white box and change the "Msg Type:" on the right side to "Texture Group Apply Global"
Open up the "Properties" list underneath and choose the terrain texture tileset you want.
Press "OK"
That's it—it should automatically apply these changes in real-time.
If at any point you want to change it, all you would have to do is just change the "Properties" again to whatever tileset you want.
Foxtail's method is actually the hard one =p. There is a field somewhere within the data editor that allows you to change the default tileset (and wijth that texture set) of all rocks of a type. I'd look it up for you, but I'm not at my pc at home. I'm sure you can find it with some fiddling though, or the help of a local data editor. Either way, if this works, it's just as good - albeit not as clean.
I'm glad that exists—it's much more elegant solution.
In hindsight, it would have made sense to search and see if the "Apply Texture..." options existed elsewhere in the editor during my blind quest. Oh well, at least we can roll my overly-complicated, reinvented wheel off the cliff.
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So I'm making a map, and these rock textures doesnt really go with the rest of the map. Can I change this in any way?
Double click the doodad to open up its property window, second tab.
Alternatively, go into the data editor, find the exact rock doodad you're placing and set its default texture/tile set to whatever you want it to be.
@Mozared: Go
I can't really figure out how to do that last thing. I went into the doodad, and deleted all the texture sets except for Aiur, but it's still the same texture :/
The first thing works fine, but I would absolutely hate to manually change every god damn rock that I will place. Is there a way to copy the entire map over to a different tileset?
@ThePhail: Go
So I tried this, since it seemed odd that it wouldn't apply correctly, and couldn't get it working either. Ultimately, I'm hoping that its simpler than my workaround and that we're missing some vital part of the process that Mozared might know.
Here's the approach I took as a workaround. It hasn't been tested fully so it might produce some squiffy results; I apologize if it doesn't work out. It also applies the terrain-specific texture over any other doodad that uses the same texture (as far as I can tell, hence the global part you'll see later). I used the Rock (Giant) doodad to test and this changed the texture for the Rock Arch (RockArch) doodad as well. I would be careful about attempting to modify these same rock textures locally via Mozared's first method (if you decide to use this approach as well), as I fear they may revert to my method's textures when another actor/doodad is added to the map.
Actor Event Method:
That's it—it should automatically apply these changes in real-time. If at any point you want to change it, all you would have to do is just change the "Properties" again to whatever tileset you want.
Hope this helps!
@F0xtail: Go
Thanks a lot! Changing 'Rock Large' actually changed all the rock textures! I love you <3
Foxtail's method is actually the hard one =p. There is a field somewhere within the data editor that allows you to change the default tileset (and wijth that texture set) of all rocks of a type. I'd look it up for you, but I'm not at my pc at home. I'm sure you can find it with some fiddling though, or the help of a local data editor. Either way, if this works, it's just as good - albeit not as clean.
http://www.sc2mapster.com/forums/development/terrain/23046-changing-rock-texture/
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@Alevice: Go
I'm glad that exists—it's much more elegant solution.
In hindsight, it would have made sense to search and see if the "Apply Texture..." options existed elsewhere in the editor during my blind quest. Oh well, at least we can roll my overly-complicated, reinvented wheel off the cliff.