From my experience the cloaking is not a seperate actor but a hardcoded model used called CloakModel, that is then applied to all actors when the host unit is cloaked. Try making the model able to be texture swapped and then smacking a the texture select by id event onto your main unit actor.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I cant seem to modify the diamondback.I tried both main and body slots but nothing.I even used the "_" on the prefix and trigger on substring but still nothing.Any ideas?
So i'm trying to recolor some projectiles (using PhoenixOverloadMissile model). I set it up like the tutorial said, trying both LazerBolt1 and LazerBolt1_ prefixes. Neither worked. I'm trying slot main, and 3 trigger on substrings of diffuse, alphamask, and emissive.
So i'm trying to recolor some projectiles (using PhoenixOverloadMissile model). I set it up like the tutorial said, trying both LazerBolt1 and LazerBolt1_ prefixes. Neither worked. I'm trying slot main, and 3 trigger on substrings of diffuse, alphamask, and emissive.
Try no prefix, exact texture filename as substring and any slot you like with a subname (like main.diffuse) for both the texture and the model declaration.
Hmm. Well, the model I use uses the LazerBolt1_Blue_Lines1.dds for both diffuse and emissive textures. Will that cause a problem? (Also, what difference are you referring to between a "substring" and "slot with subname")
Hmm. Well, the model I use uses the LazerBolt1_Blue_Lines1.dds for both diffuse and emissive textures. Will that cause a problem? (Also, what difference are you referring to between a "substring" and "slot with subname")
That will indeed cause a problem. Texture Select by ID can only swap specific texture files, if one is used multiple times, it will be swapped multiple times.
substring = Trigger on Substring field.
main = slot, main.diffuse = slot with subname
Quote:
Can this be done through the "send actor message trigger"?
Yes, thats what I do in the testmap
Quote:
And is this possible with out the prior set up before creating the actor event to select the texture?
What do you mean? You will need to set up the textures and the model, otherwise it won't work. (except specific cases, for example you can use it to swap decals without further setup)
Quote:
Im trying to retexture a "sphere" unit to look like a planet.
Take a look at the testmap, the sphere model is included and for some of the included textures, it looks just like a planet.
How it works for the Infested Civilian model??? I'm trying to reproduce these effects, but nothing works for that model. It has already texture variations, but it change when the unit dies and revive. ( I need to make it being creating and reviving without changing the texture)
How could I set the model to show only the variation texture?
I modified the diffuse texture for the Marine model.
I used this tutorial to apply the texture.
I followed it obediently apart from the fact that I was just adding one diffuse texture and it sort of worked: The texture is applied to the Marine but some areas are not aligned properly
I have since re-extracted the file from the MPQ just to check that the art hasn't been updated and my picture is identical (apart from the colouring) to the current Marine texture.
In this picture there are normal Marines and ones textured with my custom texture. The normal ones have grey rifles.
Picture of textured marines
I have tried the head, body and main slots and they all look the same.
I get no error messages from the unit in the editor or the game.
If anyone could help me I'd be very grateful, I'm planning on making new skins for most Terran units but I need to get one right first.
UPDATE:
After much toiling, I've realised that the marine_diffuse is not displayed under the marine model in the previewer. It is marine_diffuse_blood - the same texture but half the size and with the shield and some bloody marine parts added on to the right. So I've applied my adaptation to marine_blood_diffuse.
I've tried playing with the prefix/suffix and all I get is this.
Texture fail
It seems the marines have just been textured with their player color, so the texturing has failed. >:/
Also, is this thread dead? Because I really would like to solve this problem and crack on with makine aWesomE new textures for all the Terran units.
From my experience the cloaking is not a seperate actor but a hardcoded model used called CloakModel, that is then applied to all actors when the host unit is cloaked. Try making the model able to be texture swapped and then smacking a the texture select by id event onto your main unit actor.
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 cant seem to modify the diamondback.I tried both main and body slots but nothing.I even used the "_" on the prefix and trigger on substring but still nothing.Any ideas?
i wish cloaked units were invisible to your own team... that would be hilarious
as for the diaondback, test everything out on the preview to make sure the slots work. then start hacking away at the data
@thepumaman1: Go
i did check the diamondback at the previewer
There you go.
@Kueken531: Go
ty dude i owe you one
@Kueken531: Go
How to modify Ultralisk's textures? Nothing seems to be working. :(
Sorry but need to bump.
@BloodClud: Go
For a start stop spamming. Second what prefix/trigger on string values are you using?
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
So i'm trying to recolor some projectiles (using PhoenixOverloadMissile model). I set it up like the tutorial said, trying both LazerBolt1 and LazerBolt1_ prefixes. Neither worked. I'm trying slot main, and 3 trigger on substrings of diffuse, alphamask, and emissive.
@BloodClud: Go
Ah, I should have known better than just make an example map for one person.
Did you get it right yet? You can download the texture swap testmap, it has many of the available models set up correctly.
Try no prefix, exact texture filename as substring and any slot you like with a subname (like main.diffuse) for both the texture and the model declaration.
Hmm. Well, the model I use uses the LazerBolt1_Blue_Lines1.dds for both diffuse and emissive textures. Will that cause a problem? (Also, what difference are you referring to between a "substring" and "slot with subname")
@BorgDragon: Go
Can this be done through the "send actor message trigger"?
And is this possible with out the prior set up before creating the actor event to select the texture?
Im trying to retexture a "sphere" unit to look like a planet.
Isn't she a beauty...
That will indeed cause a problem. Texture Select by ID can only swap specific texture files, if one is used multiple times, it will be swapped multiple times.
substring = Trigger on Substring field.
main = slot, main.diffuse = slot with subname
Yes, thats what I do in the testmap
What do you mean? You will need to set up the textures and the model, otherwise it won't work. (except specific cases, for example you can use it to swap decals without further setup)
Take a look at the testmap, the sphere model is included and for some of the included textures, it looks just like a planet.
Has anybody managed to retexture the Roach? I can't seem to swap out its texture.
Prefix: Roach_ Substring: _Diffuse Slot: main
yep, works in the test map as well.
How it works for the Infested Civilian model??? I'm trying to reproduce these effects, but nothing works for that model. It has already texture variations, but it change when the unit dies and revive. ( I need to make it being creating and reviving without changing the texture) How could I set the model to show only the variation texture?
I modified the diffuse texture for the Marine model.
I used this tutorial to apply the texture. I followed it obediently apart from the fact that I was just adding one diffuse texture and it sort of worked: The texture is applied to the Marine but some areas are not aligned properly
I have since re-extracted the file from the MPQ just to check that the art hasn't been updated and my picture is identical (apart from the colouring) to the current Marine texture.
In this picture there are normal Marines and ones textured with my custom texture. The normal ones have grey rifles. Picture of textured marines
I have tried the head, body and main slots and they all look the same. I get no error messages from the unit in the editor or the game. If anyone could help me I'd be very grateful, I'm planning on making new skins for most Terran units but I need to get one right first.
Here's the link to my OP in the artists Tavern
UPDATE: After much toiling, I've realised that the marine_diffuse is not displayed under the marine model in the previewer. It is marine_diffuse_blood - the same texture but half the size and with the shield and some bloody marine parts added on to the right. So I've applied my adaptation to marine_blood_diffuse. I've tried playing with the prefix/suffix and all I get is this. Texture fail It seems the marines have just been textured with their player color, so the texturing has failed. >:/
Also, is this thread dead? Because I really would like to solve this problem and crack on with makine aWesomE new textures for all the Terran units.
Finally success. Since changing the texture file, I had not changed the texture object name to ad the _blood. After doing that I got this.
Finished article