Got Roach and Stalker to work now, for specific transparent emissives. I can only make them glow in team color, though (as in team color glow lines like on the ghost or something)
I suggest to update the tutorial a little. Remove the green and yellow new info stuff; it looks very out of place; you can incorporate the information elsewhere.
I suggest to show some of the more appealing screenshots at the beginning of or throughout the tutorial, like DrSuperEvil's modifications on the first few pages; seraphlio's medivacs of the previous post or my screenshots of the testmap. Also add a link for the testmap (has an approved project page now); it is probably very interesting for anyone reading this tutorial and not everyone will look through 10 pages of development.
Also you could think about including updated informations we discovered over time; like the different types of models and their respective influences on the used textures etc.
Hi,
very awsome!
i have one question for this.
How i can get the same texture to more units... when i take 2 units with the same texture one units becomes a failure in sc2. (Cant find the texture)
My problem is now that I'm not able to chance the green crystals. Does anybody of you know how i can chance them into something blue??
Diffuse: xelnagaobeliskemissive
Emissive: obelisk_emissive
Slot: body
Could you be a little more precise because it is certainly possible for several units to share the same texture at once as long as it is in the same slot
That is a tricky one because both the cladding and crystal share the same texture files. Have you tried referencing them under different index numbers (the left value).
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
my problem is not the texture itself. Its the file.
Whem i take the same file in other textures too, then it comes this failure.
I have no idea.
I duplicate the file now and set on the one texture the original file and in the other the copy. Now its okay.
But one file has 100-600kb. its to much for my map :-)
what can i do that i can the same file to more textures and more units.
Ty
Failure inganme:
BesiegerModel Assets\Units\Terran\MarauderSwann\MarauderSwann.m3; Could not find texture with id Bob_Diffuse_Main and expression 1.
Thats a known issue (but apparently its not included in the tutorial yet), we discovered this on the first few reply pages:
There is no way to use 1 file for multiple textures, besides re-importing the file. However, you can use 1 texture object on multiple units easily, just make sure you always use the same slot.
I think I have to change the Specular for the crystals. So I tried all slots on the specular, but nothing happened
I'm not able to change anything at the crystals... ;(
Updated and "re-formatted" the tutorial. Moved those "new" notices around, placed them at more appropriate points in the tutorial. Also changed some of the wording on minor stuff.
Let me know if there's anything else I should add that I might have missed. I skimmed real quick over some of the posts and I hope I did not miss anything.
note, that some models including Archon randomly malfunction, when applying alternative textures. Swarm Guardian, Blimp and SuperCraneAdvanced would be other examples. They have about 50% chance, that the swap does not work properly and screws up the model.
Trust me, my DarkArchon works perfectly fine. 8 textures use 8 different slots, no crashes, no glitches.
but IDK if those glitches happen on the BN, but in my test map, perfectly fine.
It's using a DarkArchon.m3 in SC2 Assets
and, for any Texture Declaration, use the _ at the end of any prefix and at the begining for any subfix.
if the texture information in Previewer is only one word, no any prefix or subfix, just put them in Prefix without _ , will do.
So Actually, it is, you can simply leave the Prefix blank if there are a lot of different Textures in one model, and add a lot value with the Full Texture name in the Subfix, probably helps a lot.
@Kueken531: Go
I had that problem 2 times already, with my Stalker.m3 and Roach.m3.
Couldn't find anyway to get it work with custom emissive map.
Could only hope that BLZ make the tool that can add texture slots on *.m3 s
@seraphlio: Go
Got Roach and Stalker to work now, for specific transparent emissives. I can only make them glow in team color, though (as in team color glow lines like on the ghost or something)
@BorgDragon: Go
I suggest to update the tutorial a little. Remove the green and yellow new info stuff; it looks very out of place; you can incorporate the information elsewhere.
I suggest to show some of the more appealing screenshots at the beginning of or throughout the tutorial, like DrSuperEvil's modifications on the first few pages; seraphlio's medivacs of the previous post or my screenshots of the testmap. Also add a link for the testmap (has an approved project page now); it is probably very interesting for anyone reading this tutorial and not everyone will look through 10 pages of development.
Also you could think about including updated informations we discovered over time; like the different types of models and their respective influences on the used textures etc.
Hi, very awsome! i have one question for this. How i can get the same texture to more units... when i take 2 units with the same texture one units becomes a failure in sc2. (Cant find the texture)
Thanks for that M0rt3
Hello,
i got a little problem. I tried to chance the textures of the DarkPylon. And here is my result: http://s1.directupload.net/file/d/2579/8dvqw2kf_jpg.htm|http://s1.directupload.net/file/d/2579/8dvqw2kf_jpg.htm
My problem is now that I'm not able to chance the green crystals. Does anybody of you know how i can chance them into something blue?? Diffuse: xelnagaobeliskemissive Emissive: obelisk_emissive Slot: body
@m0rte: Go
Could you be a little more precise because it is certainly possible for several units to share the same texture at once as long as it is in the same slot
@exeRictas: Go
That is a tricky one because both the cladding and crystal share the same texture files. Have you tried referencing them under different index numbers (the left value).
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
@exeRictas: Go
You could probably take the normal pylon as a base, which should have more blue-ish textures by default.
Hm,
my problem is not the texture itself. Its the file. Whem i take the same file in other textures too, then it comes this failure. I have no idea. I duplicate the file now and set on the one texture the original file and in the other the copy. Now its okay. But one file has 100-600kb. its to much for my map :-)
what can i do that i can the same file to more textures and more units.
Ty
Failure inganme: BesiegerModel Assets\Units\Terran\MarauderSwann\MarauderSwann.m3; Could not find texture with id Bob_Diffuse_Main and expression 1.
@m0rte: Go
Thats a known issue (but apparently its not included in the tutorial yet), we discovered this on the first few reply pages:
There is no way to use 1 file for multiple textures, besides re-importing the file. However, you can use 1 texture object on multiple units easily, just make sure you always use the same slot.
Ah okay.
And what can i do for one unit whre i have to change body and main (example MarauderSwan)? I need 2 slots for them but i want the same texture...
You could take a similar or otherwise matching one, or re-import the texture. I don't know a better way.
Why do you need two slots for swan?
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
@ kuecken531:
The normal pylon doesnt look so good :(
@ DrSuperEvil: I dont know what you exactly mean.
I think I have to change the Specular for the crystals. So I tried all slots on the specular, but nothing happened I'm not able to change anything at the crystals... ;(
@DrSuperEvil: Go
because Swan's model has those different textures with different prefix...
@Kueken531: Go
Updated and "re-formatted" the tutorial. Moved those "new" notices around, placed them at more appropriate points in the tutorial. Also changed some of the wording on minor stuff.
Let me know if there's anything else I should add that I might have missed. I skimmed real quick over some of the posts and I hope I did not miss anything.
Small error it is a Hybrid Viper, Hybrid F or Hybrid Reaver not Maar
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
My bad. I thought Maar was the cool looking one, not the stupid little fairy hybrid, lol. I'll fix that up.
LOL I just made this!
The real DarkArchon!
@seraphlio: Go
note, that some models including Archon randomly malfunction, when applying alternative textures. Swarm Guardian, Blimp and SuperCraneAdvanced would be other examples. They have about 50% chance, that the swap does not work properly and screws up the model.
At least, they do for me.
@Kueken531: Go
Trust me, my DarkArchon works perfectly fine. 8 textures use 8 different slots, no crashes, no glitches.
but IDK if those glitches happen on the BN, but in my test map, perfectly fine.
It's using a DarkArchon.m3 in SC2 Assets
and, for any Texture Declaration, use the _ at the end of any prefix and at the begining for any subfix.
if the texture information in Previewer is only one word, no any prefix or subfix, just put them in Prefix without _ , will do.
So Actually, it is, you can simply leave the Prefix blank if there are a lot of different Textures in one model, and add a lot value with the Full Texture name in the Subfix, probably helps a lot.