I want to ask for you guys to help me research how to apply a texture to a model that doesn't really have the slot for it.
Like Stalker, Stalker's Specular map gives both the Shinny effect and the Glow effect when dark, but the emissive effect that included with the specular map is a team color glow effect, I want to make a constant color emissive map for Stalker, but I tried my best, won't work.
I think there will be some tricks in that "properties add/remove/set" and the "texture information" part. haven't seen any blizzard default models trying those yet.
There arent any I have looked. Those fields are terranova and I have no clue how they work. Just like the Attachment Properties - Keys field is somehow meant to allow you to change one attachment point into another type like TurretZ.
As for an example of the indexes being important on the supercraneadv model I changed the diffuse of the upper body (folder 0) and the diffuse of the treads (folder 7). Using the main slot they both change with no problems when done seperately. Using the indexes 0,0 and 0,1 and the slots main and body the texture lower on the list does not respond to the texture select by id event but if 0,0 and 1,0 are used it works fine and both respond like they should.
I think you have have to close the map and reload it again to let any imported texture to work in Editor.
I imported lot of textures, even with the Actor Timer set, they won't show in the editor, unless I reload the map, so be careful, you might just did it right.
Anyway, it will always work when you test the map (of course you have to set everything right) even it doesn't show in the editor.
Unless the marines have a TurretZ attachment point in their neck this is not the tutorial for that. You probbly will need 3DMax or some other modelling software for that.
I don't know what the heck I'm doing wrong, but my firebats simply won't change their texture. I've tried head, main and body. I have the prefix set to FireBat, just like the previewer shows. Gah, this is far too finicky :(.
I managed to make myself a golden-plated raven on my first try, but this firebat is just annoying...
Figured out my problem. I had the same texture twice :S.
Now I have another problem though. I tried creating some generic textures and a local tint colour for a whole bunch of units. Strangely, out of the units I tried, only Raynor and Nova displayed everything properly. The others just glow like I've turned their HDR multiplier way up.
These are the Roach, Infestor, Probe, Zeratul, Kerrigan, Stetmann (medic), and Tassadar. All of those units just start glowing, instead of applying the texture properly. It's very strange. Zeratul and Stetmann are sort of in-between. You can see the texture, but they seem to have a lot less detail on them and are brighter than normal.
You changed the emissive right? Some models do not have the correct layer for a non team colour emissive. This problem might have some way of being overcome but currently it is unknown.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Is there any way to use this to import .dds textures onto a World of Warcraft model using .tga textures? I've been trying to retexture a model (I don't have 3DSMax or any 3d rendering software) with a teamcolored .dds version I made in gimp, but nothing I've tried has actually gotten it to take. It's funny since they're super-simple textures, it's just a single diffuse type, but nothing I've done has been able to make a texture appear on the model other than it's default .tga one. :-\
I've tried to follow this tutorial and even within the first few lines I'm seeing drastic inconsistencies with the content of my copy of the editor. I cannot find a model called "Prison Zealot" for example. Also, my Model Data fields are seemingly different than what is described in this tutorial as well. Either I'm missing something obvious or there is a mismatch between my editor content and this tutorial.
Since there are so many knowledgeable people in here, could someone possibly whip up a basic map that shows me how I can change a Splat texture on the fly (via Triggers)? I understand that I would need to prepare the Textures (via imported DDS files, if possible) on the Model first so I could use Texture Select By Id (via Actor Message)...but how that is done I currently cannot solve...I don't want to have to use an external program like 3ds Max. I'd appreciate any help I can get on this.
Have those buttons in the attached picture, pushed in. It will show all the fields available to be modified in the data editor, regardless of tab(Actor, Texture, Sounds, Unit, etc.)
The Prison Zealot is in the campaign dependency.
Just add those dependencies to your map.
File -> Dependencies -> Add.
Liberty (Mod)
Liberty (Campaign)
Liberty Story (Campaign)
I use those 3 dependencies on every map. It gives access to the special units like Maar(the Hybrid), Mercenaries, Story mode characters/portraits/sounds(Narud, The Dark Voice), etc. The Zealot Prisoner is one of these accessible units.
Okay thanks that answers the questions about the inconsistencies I was seeing.
What about applying an imported DDS file as a texture on a splat via triggers during runtime? Is this possible or do I need to use 3ds Max, creating a whole new model and importing that?
Never tried to alter one but if you can swap it to any pre-existing texture then it should be the same with an imported texture. As for using triggers well not sure about that one.
I want to ask for you guys to help me research how to apply a texture to a model that doesn't really have the slot for it.
Like Stalker, Stalker's Specular map gives both the Shinny effect and the Glow effect when dark, but the emissive effect that included with the specular map is a team color glow effect, I want to make a constant color emissive map for Stalker, but I tried my best, won't work.
I think there will be some tricks in that "properties add/remove/set" and the "texture information" part. haven't seen any blizzard default models trying those yet.
There arent any I have looked. Those fields are terranova and I have no clue how they work. Just like the Attachment Properties - Keys field is somehow meant to allow you to change one attachment point into another type like TurretZ.
As for an example of the indexes being important on the supercraneadv model I changed the diffuse of the upper body (folder 0) and the diffuse of the treads (folder 7). Using the main slot they both change with no problems when done seperately. Using the indexes 0,0 and 0,1 and the slots main and body the texture lower on the list does not respond to the texture select by id event but if 0,0 and 1,0 are used it works fine and both respond like they should.
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 think you have have to close the map and reload it again to let any imported texture to work in Editor.
I imported lot of textures, even with the Actor Timer set, they won't show in the editor, unless I reload the map, so be careful, you might just did it right.
Anyway, it will always work when you test the map (of course you have to set everything right) even it doesn't show in the editor.
I believe there was some button you could press to update the editor visuals. It was mentioned in one of TheAlmaity's video tutorials
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
Really? where is that?
@seraphlio: Go
http://forums.sc2mapster.com/resources/tutorials/21313-video-almaitys-tutorials/#p1
He mentions it somewhere in the first one.
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
Thanks, but I failed to find out how...
@BorgDragon: Go
Hi Im New,Can You Teach Me How To Edit Models another way like example:a marine ,remove its head AND BECOMES A HEADLESS MARINE !
Unless the marines have a TurretZ attachment point in their neck this is not the tutorial for that. You probbly will need 3DMax or some other modelling software for that.
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 what the heck I'm doing wrong, but my firebats simply won't change their texture. I've tried head, main and body. I have the prefix set to FireBat, just like the previewer shows. Gah, this is far too finicky :(.
I managed to make myself a golden-plated raven on my first try, but this firebat is just annoying...
Yeah the fire bat is one of the more fussy models, just make sure you used the right capitalization and maybe try having a _
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
Figured out my problem. I had the same texture twice :S.
Now I have another problem though. I tried creating some generic textures and a local tint colour for a whole bunch of units. Strangely, out of the units I tried, only Raynor and Nova displayed everything properly. The others just glow like I've turned their HDR multiplier way up.
These are the Roach, Infestor, Probe, Zeratul, Kerrigan, Stetmann (medic), and Tassadar. All of those units just start glowing, instead of applying the texture properly. It's very strange. Zeratul and Stetmann are sort of in-between. You can see the texture, but they seem to have a lot less detail on them and are brighter than normal.
You changed the emissive right? Some models do not have the correct layer for a non team colour emissive. This problem might have some way of being overcome but currently it is unknown.
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
Is there any way to use this to import .dds textures onto a World of Warcraft model using .tga textures? I've been trying to retexture a model (I don't have 3DSMax or any 3d rendering software) with a teamcolored .dds version I made in gimp, but nothing I've tried has actually gotten it to take. It's funny since they're super-simple textures, it's just a single diffuse type, but nothing I've done has been able to make a texture appear on the model other than it's default .tga one. :-\
No idea. If you attach the model, I will try it out.
I've tried to follow this tutorial and even within the first few lines I'm seeing drastic inconsistencies with the content of my copy of the editor. I cannot find a model called "Prison Zealot" for example. Also, my Model Data fields are seemingly different than what is described in this tutorial as well. Either I'm missing something obvious or there is a mismatch between my editor content and this tutorial.
Since there are so many knowledgeable people in here, could someone possibly whip up a basic map that shows me how I can change a Splat texture on the fly (via Triggers)? I understand that I would need to prepare the Textures (via imported DDS files, if possible) on the Model first so I could use Texture Select By Id (via Actor Message)...but how that is done I currently cannot solve...I don't want to have to use an external program like 3ds Max. I'd appreciate any help I can get on this.
@IcculusLizard: Go
Have those buttons in the attached picture, pushed in. It will show all the fields available to be modified in the data editor, regardless of tab(Actor, Texture, Sounds, Unit, etc.)
The Prison Zealot is in the campaign dependency.
Just add those dependencies to your map.
File -> Dependencies -> Add.
I use those 3 dependencies on every map. It gives access to the special units like Maar(the Hybrid), Mercenaries, Story mode characters/portraits/sounds(Narud, The Dark Voice), etc. The Zealot Prisoner is one of these accessible units.
Read what Kueken531 has posted about his custom textures on this thread. The prison zealot is part of the models that come with the campaign dependencies. Just go to dependencies and add them. Read this thread for the correct editor settings to show all fields: http://forums.sc2mapster.com/general/wiki-discussion/20995-info-data-editor-fieldnames/#p1
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
@BorgDragon: Go @DrSuperEvil: Go
Okay thanks that answers the questions about the inconsistencies I was seeing.
What about applying an imported DDS file as a texture on a splat via triggers during runtime? Is this possible or do I need to use 3ds Max, creating a whole new model and importing that?
Never tried to alter one but if you can swap it to any pre-existing texture then it should be the same with an imported texture. As for using triggers well not sure about that one.
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