Also, if your model has 2 "main" texture sets for it (like the firebat, one for the body, and one for the arms) just use the slot main(or any other) for the body section, and slot hair (or whatever you like(as long as it's not main) for the arms.
The Decals should apply to all units that have a valid Decal slot.
The trigger is the same one used in the Actor Events+ field on my tutorial. TextureSelectByID. I just used a trigger to send that same message, instead of modifying the actor itself in the data editor.
Lets say you have 100 marines in your map, and you want ONLY ONE to have a custom decal, then you would have to use a trigger to target that lone marine. However, if you want ALL marines in your map to have the same custom decal, then it would be best to do it like my tutorial does, by adding it to the Actor's Events+ field.
I feel the same way at the moment. So many attachments and tweaking of Persistents and Timers and... ugh :P
I feel you should have waited 2 weeks or 3 before posting an attachment WDE. Right now my mind is blank for attaching stuff, sort of... my next "project" will be attachments + Site Movers. See if I can create some interesting stuff :)
Maybe this weekend I can come up with something relatively quick just to spice things up.
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.
Should post up a link on the BNet forums to your map file, Kueken. Would probably be very useful and might have some very happy people who could use this.
There's a youtube vid tutorial ? *shrug* Personally I hate video tutorials.
I only made this tutorial after OK'ing it with DrSuperEvil(Didn't feel like writing a tutorial and having Dr posting a tut just before I posted one), because I started to dig into some other finer details. Things just weren't adding up on my end, and we ended up discovering a few things.
Eitherway, the tutorials are available for all to see & use.
And... why do you assume DrSuperEvil got his info from there? He'd been messaging me for a week or more, seeing if I could come up with anything aswell.
Scaling. Properties - Accepted Property Transfers uncheck Scale, Model Scale
You do not need a unit with a turret attachment point, to have things rotate around it. I attached a "Turret" directly onto a High Templar and it worked just fine. This is unfinished "Uber Templar" idea I had a while back and it will remain that way it seems.
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@Kueken531: Go
Also, if your model has 2 "main" texture sets for it (like the firebat, one for the body, and one for the arms) just use the slot main(or any other) for the body section, and slot hair (or whatever you like(as long as it's not main) for the arms.
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@Lonami: Go
The Decals should apply to all units that have a valid Decal slot.
The trigger is the same one used in the Actor Events+ field on my tutorial. TextureSelectByID. I just used a trigger to send that same message, instead of modifying the actor itself in the data editor.
Lets say you have 100 marines in your map, and you want ONLY ONE to have a custom decal, then you would have to use a trigger to target that lone marine. However, if you want ALL marines in your map to have the same custom decal, then it would be best to do it like my tutorial does, by adding it to the Actor's Events+ field.
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Decals are Textures. Check out the TextureSelectByID tutorial... same concept!
http://forums.sc2mapster.com/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/
Also attached a map file.
When in game, type -zoom, you will notice the marine has the default decal. Then type -decal.
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@DrSuperEvil: Go
My bad. I thought Maar was the cool looking one, not the stupid little fairy hybrid, lol. I'll fix that up.
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@nevjmac: Go
I feel the same way at the moment. So many attachments and tweaking of Persistents and Timers and... ugh :P
I feel you should have waited 2 weeks or 3 before posting an attachment WDE. Right now my mind is blank for attaching stuff, sort of... my next "project" will be attachments + Site Movers. See if I can create some interesting stuff :)
Maybe this weekend I can come up with something relatively quick just to spice things up.
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@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.
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I am drinking some AriZona Fruit Punch while eating a Mars Dark, and reading these forums and another game forums aswell as listening to some Hermh.
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@Kueken531: Go
I am not sure, Kueken. I don't even frequent the BNet Forums anymore, but I do know many others do, obviously.
Maybe just type up the link in plain text and people can just copy/paste it. It's better than nothing.
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@Kueken531: Go
Should post up a link on the BNet forums to your map file, Kueken. Would probably be very useful and might have some very happy people who could use this.
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Nice Kueken. I just have to say that Tosh looks funny as hell, hahahaha.
Anyways, are you going to add support for the hair/firebat arms diffuses and what not?
I know it would probably be alot more work, but I think it would be cool.
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@DrSuperEvil: Go
Sounds like a high quality tutorial..
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There's a youtube vid tutorial ? *shrug* Personally I hate video tutorials.
I only made this tutorial after OK'ing it with DrSuperEvil(Didn't feel like writing a tutorial and having Dr posting a tut just before I posted one), because I started to dig into some other finer details. Things just weren't adding up on my end, and we ended up discovering a few things.
Eitherway, the tutorials are available for all to see & use.
And... why do you assume DrSuperEvil got his info from there? He'd been messaging me for a week or more, seeing if I could come up with anything aswell.
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@aczchef: Go
Maybe take Nevjmac's misunderstanding as a hint to use more periods, commas, exclamations, question marks, semi-colons, apostrophes, etc.
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Your title says 'Attatch' when it should be Attach. ;P
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Invisible Mothership model.
Actor events +
Scaling.
Properties - Accepted Property Transfers
uncheck Scale, Model Scale
You do not need a unit with a turret attachment point, to have things rotate around it. I attached a "Turret" directly onto a High Templar and it worked just fine. This is unfinished "Uber Templar" idea I had a while back and it will remain that way it seems.
Anyways, here's the video of it in action.