Hey guys, I'm not sure where else to put this request in, so here it goes. I would like someone to link me, or tell me, or just create a female ghost (Nova is a model thats already available) with black hair. I'm trying to be able to use both Nova and this black haired female ghost at the same time in a map (i.e. two different heroes/units.) Any help will be greatly appreciated.
I'm to lazy to open the editor and check that ressource, so I provide a backup solution:
"texture select by ID" usage on the nova model for a texture change is your solution because you only need to apply a new texture to some units.
There are some tutorials for that around here. Just use the search to find them.
Ok, I try to avoid going to bed, so I write it in a nutshell:
You would need to extract nova's diffuse texture out of the mpqs and edit it and import it to your map, add a texture with slot "main.diffuse" and path to the texture, add texture declarations to nova's model entry with the name that can be found under materials in the previewer when the nova model is loaded in the previewer (slot is "main", prefix is "WhateverStandsInNova'sMaterailsInPreviewerBeforeThe_" and the trigger is "_WhaterverStandsInNova'sMaterialsInPreviewerAfterThe_") [please include the _ in both things, at least I do that and it works ;D].
You need to add an actor event that selects the texture by ID to the custom diffuse texture on actor creation.
I think you can do this to the portrait, too, somehow, but I've never done that.
Hey guys, I'm not sure where else to put this request in, so here it goes. I would like someone to link me, or tell me, or just create a female ghost (Nova is a model thats already available) with black hair. I'm trying to be able to use both Nova and this black haired female ghost at the same time in a map (i.e. two different heroes/units.) Any help will be greatly appreciated.
@raynor105: Go
I think you can use the Ghost Echo model that's in the resources and is unused, just search for Echo in the models tab or with the asset browser.
I'm to lazy to open the editor and check that ressource, so I provide a backup solution:
"texture select by ID" usage on the nova model for a texture change is your solution because you only need to apply a new texture to some units.
There are some tutorials for that around here. Just use the search to find them.
Ok, I try to avoid going to bed, so I write it in a nutshell:
You would need to extract nova's diffuse texture out of the mpqs and edit it and import it to your map, add a texture with slot "main.diffuse" and path to the texture, add texture declarations to nova's model entry with the name that can be found under materials in the previewer when the nova model is loaded in the previewer (slot is "main", prefix is "WhateverStandsInNova'sMaterailsInPreviewerBeforeThe_" and the trigger is "_WhaterverStandsInNova'sMaterialsInPreviewerAfterThe_") [please include the _ in both things, at least I do that and it works ;D].
You need to add an actor event that selects the texture by ID to the custom diffuse texture on actor creation.
I think you can do this to the portrait, too, somehow, but I've never done that.
all of ghost echo stuf are in the edtitor echo's potrait - model-(sound not sure but im to lazey too) alone the texture are not in the editor
information http://starcraft.wikia.com/wiki/Echo
you can make a searh kerry ghost than you need to download her model (assets) and a icos of her (potrait is availible)
THAN YOU HAVE 3 GHOST XD