So, I've figured out how to change your cursor in-game. However, some .dds files work and others don't (always the same size). I was wondering if anyone knew what save settings were required in order for the editor to let you use it as a cursor?
The only way I've had success is changing them to other prexisting cursor art in the game, or by trying random existing .dds files that are in the right dimensions until one works. But I've had no luck importing my own.
Yes, that much is obvious, but its not the cause of the issue. Again, even some existing blizzard .dds of the exact same dimensions as what the cursor currently uses do not work.
Me too, I’m looking every ware in the web, and trying by myself as well. Long time ago I saw something related to change weapons in units by flags in galaxy. This by the green tea Team. I have all the green tea files hope to find something useful.
AI.Galaxy or Natives.Galaxy have something related but must I explore too.
I have to find out how to change it. Cursor and Console with a upgrade. How? I don’t really know, but I will find it.
My Protoss full factions is ready and I cannot upload it, until that is fixed. (Just Nexus Taldarim Decal TC pending to work it out)
I think yes. Example: the Immortal Taldarim is using another weapon. And In XML I’m hiding the Taldarim weapon at the moment and with a requirement activate it, if Taldarim upgrade is on,, and the original weapon get off.
All units are the originals, I´m not using Immortal Taldarim or another units. Just the model by Actor and Abilities are activated by requirements hiding or showing buttons.
All this is on the Art Camp Mod. ( Protoss Factions - Terran Factions- Zerg Factions).
We will have better maps and Small Camp created by the comunity. ( :
Back to console and cursor.
I see flags in the Console Skin XML file, it is the reason I think I can call it the same way.
I made a script and interact with the XML files.
So,, from this point I can tell you have to be somewhere in the engine, how they call the Console and the Mouse, and I´m looking for it.
Example: All here below are original blizzard functions. But I´m just showing how can be.
So, I've figured out how to change your cursor in-game. However, some .dds files work and others don't (always the same size). I was wondering if anyone knew what save settings were required in order for the editor to let you use it as a cursor?
The only way I've had success is changing them to other prexisting cursor art in the game, or by trying random existing .dds files that are in the right dimensions until one works. But I've had no luck importing my own.
The .dds file format has several layers.
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
Sure. But I haven't been able to figure out what exactly it is that causes it to refuse to use certain .dds file as cursors.
Non-blizzard dds file need to be divisible by 4. The more you know ....
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Yes, that much is obvious, but its not the cause of the issue. Again, even some existing blizzard .dds of the exact same dimensions as what the cursor currently uses do not work.
In data editor when you go to cursors, the texture tooltip says "This texture should be a 32x32 dds file in 32bpp BGRA format."
I tested importing custom cursor using paint.net A8R8G8B8 dds compression, it generated same file size and it accepted the image.
DXT5 compression did not work and gave error in game.
Thank you, that's what I was missing!
Thanks too.
I was using *.tga thats works well but *.dds is the way.
So how are you changing the cursor?
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
In reply to DrSuperEvil:
Hi there,
This is working in a single map, just rename the files.
Is all knowledge I can offer u at the moment. Same for Console, just rename the Imported Console files, and done for this map.
As soon I find something more manageable I will post it here.
Ah so not able to be changed ad lib.
From what I have found out the last 4 letters of the name are used to compare against the attribute ID of a race for cursor selection.
Still trying to get something for console model selection.
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
Me too, I’m looking every ware in the web, and trying by myself as well. Long time ago I saw something related to change weapons in units by flags in galaxy. This by the green tea Team. I have all the green tea files hope to find something useful.
AI.Galaxy or Natives.Galaxy have something related but must I explore too.
I have to find out how to change it. Cursor and Console with a upgrade. How? I don’t really know, but I will find it.
My Protoss full factions is ready and I cannot upload it, until that is fixed. (Just Nexus Taldarim Decal TC pending to work it out)
In reply to DrSuperEvil:
You mean the Add Weapon To Unit and Remove Weapon From Unit action definitions?
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
In reply to DrSuperEvil:
I think yes. Example: the Immortal Taldarim is using another weapon. And In XML I’m hiding the Taldarim weapon at the moment and with a requirement activate it, if Taldarim upgrade is on,, and the original weapon get off.
All units are the originals, I´m not using Immortal Taldarim or another units. Just the model by Actor and Abilities are activated by requirements hiding or showing buttons.
All this is on the Art Camp Mod. ( Protoss Factions - Terran Factions- Zerg Factions).
We will have better maps and Small Camp created by the comunity. ( :
Back to console and cursor.
I see flags in the Console Skin XML file, it is the reason I think I can call it the same way.
I made a script and interact with the XML files.
So,, from this point I can tell you have to be somewhere in the engine, how they call the Console and the Mouse, and I´m looking for it.
Example: All here below are original blizzard functions. But I´m just showing how can be.
const int c_uiModeConsole = 2;
const int c_syncFrameTypeConsolePanel = 31;
if(TechTreeUpgradeCount(player, "DarkProtoss" , c_techCountCompleteOnly) > 0) {
ConsoleCommand (string inText, bool allowDefault, bool allowMacros); (This is for a text)
or
// Value modification by type (only works for fields flagged as modifiable in the catalog)
UserDataSetModel (string inType, string inInstance, string inField, int inIndex, string inValue); (Flaged Models)
or
UISetMode (playergroup players, int mode, fixed duration);
UISetCursorVisible (playergroup players, bool isCursorVisible);
UISetCursorAutoHide (playergroup players, bool autoHide, fixed delay);
}
Plus in campaign have to be the way how they call the consoles.
All this is new for me, I never worked on UI. /:
Anyway is just an Idea, I will keep looking and trying.
A smoother method is to use Buff behaviours to add the weapon so that when the buff is disabled the weapon is removed and not just disabled.
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
In reply to DrSuperEvil:
In reply to DrSuperEvil:
Ok. I did it. Thank u.
It is working now. Really Useful tip.
Community can learn about it.
How?
1- Weapon Removed from unit. In Immortal u must let the turret and remove just the weapon.
2- Create a behavior Buff and in the slot Weapons add the weapon. And with a requirement or Validator. (This will add or Remove the weapon).
3.- Create a 2nd behavior Buff for the next weapon in the slot Weapons. And with a requirement or Validator. (This will add or Remove the weapon).
4.- Back to unit. Add ur created Behaviors in unit.
Done; Weapon Enabled showing the Weapon, and Weapon Disabled hided.
Enjoy, Thanks to DrSuperEvil tip.
Just like my old weapon swap demo map.
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
In reply to DrSuperEvil:
And second question. What about the attributes?, Did u tried to add and remove energy on a unit?
Archon need energy in the taldarim faction. If it is not posible I will change the abilities to a timer. Or just add the energy to the unit.
[Solved it can be done on the Upgrade ].
Now looking to make desapear the Bahavior dialog on unit.