I'm having trouble setting this up for ShapeCube.
The team color is already removed, so I can see the default texture of it just fine.
I've declared the textures without a Prefix (since it doesn't use one)
I added two adaptions with suffix
XelNagaGlass.dds and Grad_GlowLine2Green.dds
for the main slot.
And then I applied my custom textures using the actor events.
The textures were set up properly with main.diffuse and main.emissive
I've followed the tutorial multiple times, and checked various example maps and comments, and I just can't get it to work.
I've declared the textures without a Prefix (since it doesn't use one)
This is your problem right here. Since patch 1.5, a prefix is required, otherwise the Texture Declarations have no effect.
I would suggest splitting into 2 declarations with 1 adaption each, so you can use different prefixes. Use the entire filename as prefix and substring for both.
Is anyone aware of a way to show different textures for different players?
I just read this post, and yes, it should be possible using Renee's actor phasing method. It can send any actor message for specific players only, including Texture Select By Id.
Easiest way to use it would probably implementing the GAx3 mod into your map and use the trigger function to send an actor message for a specific player.
This is your problem right here. Since patch 1.5, a prefix is required, otherwise the Texture Declarations have no effect.
I would suggest splitting into 2 declarations with 1 adaption each, so you can use different prefixes. Use the entire filename as prefix and substring for both.
I just read this post, and yes, it should be possible using Renee's actor phasing method. It can send any actor message for specific players only, including Texture Select By Id.
Easiest way to use it would probably implementing the GAx3 mod into your map and use the trigger function to send an actor message for a specific player.
That did the trick. Thanks!
Edit: Actually, it only replaced one of the textures. Doesn't work for Grad_GlowLine2Green.dds
The ghost looks too bright. HOTS crabeetles are quite good for retexturing.
Here
I lowered the HDR, and added the rainbow archon macro to him. but made it very slow so he slowly fazes to new colors. its pretty cool. of course it uses player color rather then tint.
Edit: Actually, it only replaced one of the textures. Doesn't work for Grad_GlowLine2Green.dds
Try deleting the declarations and remaking them from scratch. Sometimes changing the order of the adaptions or deleting adaptions causes the declarations to stop working for no good reason.
Also, there is a nasty bug with textures: If a texture object exists, defining a slot for a specific texture, and one of your models uses that specific texture, you can only use the slot defined in the texture object, or it will malfunction. This is problematic for some of the Dark Protoss textures and some generic textures like Glow_Green3.dds or Grad_Rays_Green1.dds, so I assumed, this might be your problem as well, but I didn't find a predefined texture for Grad_GlowLineGreen2.dds so that shouldn't be the issue. Just wanted to mention it, because of the similarities in file names.
I recreated the declarations without success. The green line refuses to change texture.
It isn't exactly ideal when I'm building my map with the cube model.
Can anyone confirm if this method doesn't work with Upgrade Add events? If it does work, what could be wrong if the same texture, applied to the same actor, but using Actor Creation works.
I am pretty sure, the Dark Protoss upgrade uses this event to swap the textures on some Dark Protoss buildings. Check the Pylon or Cybernetics Core's events.
I ended up replacing the Grad_GlowLine2Green.dds asset by importing a black texture over it instead. And I finally got the result I was looking for. :)
Anyone know where I'm going wrong here? I'm trying to test out replacing a texture for a duplicate marine unit. I need it to be view-able in the editor. I've done texture replacing before, spent a lot of time on a Thor reskin, for some reason this isn't working. Right now I'm trying to find out how to make simple adjustments to a marine (like add rank insignia to his shoulders).
Thank you. I feel stupid now, I should know to cycle through the slots.
Edit: [5/7/2013 10:23:34 PM] Warning: USER: [ e 7] CActorUnit[COMMANDER] COMMANDER Assets\Units\Terran\Marine\Marine.m3; Could not find texture with id COMMANDER_diffuse and expression <None>
I've checked, the texture is uploaded.
Edit: The issue is moot, I've figured another way to do it. As always, thanks for the help.
Sorry but its too long to read all posts in this thread and may be it was asked before, but question:
Is it possible to view replaced textures in editor??? I use this feature to swap doodad`s textures and i need lander can see new textures when working on landscape. Its too long to launch game every time.
@DrSuperEvil: Go @Kueken531: Go It didn't happen that miraculously to me, lol.
EDIT: I went to check it again and it happens I was trying to use Upgrade Add events, and those didn't work. But Actor Creation events work.
@Taintedwisp: Go
The ghost looks too bright. HOTS crabeetles are quite good for retexturing.
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'm having trouble setting this up for ShapeCube.
The team color is already removed, so I can see the default texture of it just fine.
I've declared the textures without a Prefix (since it doesn't use one)
I added two adaptions with suffix
XelNagaGlass.dds and Grad_GlowLine2Green.dds
for the main slot.
And then I applied my custom textures using the actor events.
The textures were set up properly with main.diffuse and main.emissive
I've followed the tutorial multiple times, and checked various example maps and comments, and I just can't get it to work.
This is your problem right here. Since patch 1.5, a prefix is required, otherwise the Texture Declarations have no effect.
I would suggest splitting into 2 declarations with 1 adaption each, so you can use different prefixes. Use the entire filename as prefix and substring for both.
I just read this post, and yes, it should be possible using Renee's actor phasing method. It can send any actor message for specific players only, including Texture Select By Id.
Easiest way to use it would probably implementing the GAx3 mod into your map and use the trigger function to send an actor message for a specific player.
That did the trick. Thanks!
Edit: Actually, it only replaced one of the textures. Doesn't work for Grad_GlowLine2Green.dds
Here
I lowered the HDR, and added the rainbow archon macro to him. but made it very slow so he slowly fazes to new colors. its pretty cool. of course it uses player color rather then tint.
Try deleting the declarations and remaking them from scratch. Sometimes changing the order of the adaptions or deleting adaptions causes the declarations to stop working for no good reason.
Also, there is a nasty bug with textures: If a texture object exists, defining a slot for a specific texture, and one of your models uses that specific texture, you can only use the slot defined in the texture object, or it will malfunction. This is problematic for some of the Dark Protoss textures and some generic textures like Glow_Green3.dds or Grad_Rays_Green1.dds, so I assumed, this might be your problem as well, but I didn't find a predefined texture for Grad_GlowLineGreen2.dds so that shouldn't be the issue. Just wanted to mention it, because of the similarities in file names.
@Kueken531: Go
I recreated the declarations without success. The green line refuses to change texture.
It isn't exactly ideal when I'm building my map with the cube model.
Can anyone confirm if this method doesn't work with Upgrade Add events? If it does work, what could be wrong if the same texture, applied to the same actor, but using Actor Creation works.
@SoulFilcher: Go
if it doesnt work with that event, which I believe it does, i know it works in triggers with button pressed anyways.
I am pretty sure, the Dark Protoss upgrade uses this event to swap the textures on some Dark Protoss buildings. Check the Pylon or Cybernetics Core's events.
@Kueken531: Go Of course, you're right. Silly me I should have checked. Now I'm positive its just the gremlins in my computer ;-)
I ended up replacing the Grad_GlowLine2Green.dds asset by importing a black texture over it instead. And I finally got the result I was looking for. :)
Thanks for all the help! :)
@CloudMax: Go
With most texture swaps the hard part is finding one that looks just right.
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
Anyone know where I'm going wrong here? I'm trying to test out replacing a texture for a duplicate marine unit. I need it to be view-able in the editor. I've done texture replacing before, spent a lot of time on a Thor reskin, for some reason this isn't working. Right now I'm trying to find out how to make simple adjustments to a marine (like add rank insignia to his shoulders).
The unit is called COMMANDER.
Use the Decal slot.
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
Thank you. I feel stupid now, I should know to cycle through the slots.
Edit: [5/7/2013 10:23:34 PM] Warning: USER: [ e 7] CActorUnit[COMMANDER] COMMANDER Assets\Units\Terran\Marine\Marine.m3; Could not find texture with id COMMANDER_diffuse and expression <None>
I've checked, the texture is uploaded.
Edit: The issue is moot, I've figured another way to do it. As always, thanks for the help.
Yeah in general retexturing decals is a pain in that they only use the decal slot.
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
Sorry but its too long to read all posts in this thread and may be it was asked before, but question:
Is it possible to view replaced textures in editor??? I use this feature to swap doodad`s textures and i need lander can see new textures when working on landscape. Its too long to launch game every time.
Had you completely read the tutorial you would know to use timers.