I have created a new unit in my map that I copied from the Pylon called the Void Pylon. This unit is using the model from Thrikodias's Modifications called Dark Templar Pylon and it is using this through the Texture Select by ID method. It's basically a pylon with the silver colored texture instead of gold. I know it is working correctly (at least in the editor) as it shows up correctly that way. However, when a probe comes to warp it in, it doesn't switch to the new texture once it is finished warping, it stays at the old one of the normal pylon. Does anyone know why this would be happening? It is only with this model, not any of the other models that I have used the Texture Select by ID method with. I appreciate any help given in advance.
EDIT: I forgot to mention that it also shows up correctly when I use a cheat that I made that allows you to create any unit or building out of no where.
TimerExpired>TimerName: Init and TimerExpired>Texture Select by ID: DarkTemplarPylon.diffuse
TimerExpired>TimerName: Init and TimerExpired>Texture Select by ID: DarkTemplarPylon.emissive
TimerExpried>TimerName: Init and TimerExpired>Texture Select by ID: DarkTemplarPylon.specular
I'm pretty sure that's it for the Texture Select by ID on that actor. The model has the texture declarations of the Pylon textures and under the Texture tab, I have created the DarkTemplarPylon.diffuse, .emissive, and .specular textures as well.
No, once it is finished being built it is NOT normal. It just looks like a normal pylon. Maybe this is the problem, I'm not sure. I have it set to use the Pylon birth model so maybe I should just get rid of that...
@Ymerejliaf: Go Why do you use a timer? I usually go with 'unit construction finished' or something like that. I have some bugs with some events like upgrade added for example so Im not sure its an issue with the event you use because I never tried it.
I use a timer because that's how the tutorial said to do it :). No, I use it to make the object show up right when it was created and using your method does cause some problems for me.
Okay, so I figured out something strange. This problem only occurs when you warp it in while it is cloaked. It warps in just fine otherwise. I think it may just be a bug with the texture or something. Not sure. Just thought that might be important information and maybe someone would know why that would happen.
EDIT: I think this is just a cloaking bug, because the same thing happens to Blizzard's own texture for the Dark Protoss pylon.
I have created a new unit in my map that I copied from the Pylon called the Void Pylon. This unit is using the model from Thrikodias's Modifications called Dark Templar Pylon and it is using this through the Texture Select by ID method. It's basically a pylon with the silver colored texture instead of gold. I know it is working correctly (at least in the editor) as it shows up correctly that way. However, when a probe comes to warp it in, it doesn't switch to the new texture once it is finished warping, it stays at the old one of the normal pylon. Does anyone know why this would be happening? It is only with this model, not any of the other models that I have used the Texture Select by ID method with. I appreciate any help given in advance.
EDIT: I forgot to mention that it also shows up correctly when I use a cheat that I made that allows you to create any unit or building out of no where.
@Ymerejliaf: Go describe the actor events used to select the textures.
@SoulFilcher: Go
Okay.
ActorCreation>TimerSet>(the name is Init)
TimerExpired>TimerName: Init and TimerExpired>Texture Select by ID: DarkTemplarPylon.diffuse
TimerExpired>TimerName: Init and TimerExpired>Texture Select by ID: DarkTemplarPylon.emissive
TimerExpried>TimerName: Init and TimerExpired>Texture Select by ID: DarkTemplarPylon.specular
I'm pretty sure that's it for the Texture Select by ID on that actor. The model has the texture declarations of the Pylon textures and under the Texture tab, I have created the DarkTemplarPylon.diffuse, .emissive, and .specular textures as well.
EDIT: I can post a screenshot if that's easier
Sure it is not an issue with the build model? Once it is finished being built is it normal?
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
No, once it is finished being built it is NOT normal. It just looks like a normal pylon. Maybe this is the problem, I'm not sure. I have it set to use the Pylon birth model so maybe I should just get rid of that...
@Ymerejliaf: Go Why do you use a timer? I usually go with 'unit construction finished' or something like that. I have some bugs with some events like upgrade added for example so Im not sure its an issue with the event you use because I never tried it.
@SoulFilcher: Go
I use a timer because that's how the tutorial said to do it :). No, I use it to make the object show up right when it was created and using your method does cause some problems for me.
Okay, so I figured out something strange. This problem only occurs when you warp it in while it is cloaked. It warps in just fine otherwise. I think it may just be a bug with the texture or something. Not sure. Just thought that might be important information and maybe someone would know why that would happen.
EDIT: I think this is just a cloaking bug, because the same thing happens to Blizzard's own texture for the Dark Protoss pylon.