Ok, I cannot edit my second post because apparently the forum believes it to be Post 6, and there is no post 6.
Little update...
Using a Double Diffuse does not matter. It seems that the Higher Numbered Index overwrites the Lower Numbered Index if they both modify the same Slot and Substring. I could have sworn that some of Index1's Diffuse could be seen through Index 5's Diffuse, but apparently it was just wishful thinking :P
EDIT: Thanks Kueken! I appreciate your feedback on my post.
The picture of the Cactus Zealot doesn't do it justice.
When the Zealot folds his arm over, you can see it much better and it looks so good. The "spiky" part or whatnot is only on the Arm Bracers and Legs... it's like the textures just KNOW where to line up and stop perfectly. Everything lines up really nicely. I've seen this lining up with several textures that have multiple "regions" you could say.
EDIT 2: Modifying the Blades glow IS possible, because I've done it. But I was screwing around and it looked terrible, so I pretty much deleted that edit, and now I cannot seem to modify them. If only I could find out how again.
You will only be required to modify 3 data types, they are Actors, Models, and Textures.
You will also need to use the Previewer, which can be opened with Ctrl + Shift + V, or by going to the menu Data -> Preview Model.
Setup the following buttons(seen in the picture) all pushed in. It will allow you to see the proper fields.
For all intents and purposes, I am going to be modifying the PrisonZealot to look like a regular Zealot(sort of) with blue Dreadlocks!
Now let's get started shall we?
First, open up the previewer, and find/load the PrisonZealot into the previewer. Afterwards, you will need to make sure that the little button with 2 green and 2 black squares is pressed(in the red circle).
This displays the Materials folder of the model, which is where we are going to find our Prefix and Substrings.
We are looking to modify the Hair and the entirety of the Prison Zealot, and taking a look at the material folders, we will need to reference [3: Dredlocks] and [5: Standard_14] folders.
MAIN REFERENCE
HAIR REFERENCE
Now it's time to modify our Model!
Models Tab
Look up the Prisoner Zealot model, and head on in! You will want to scroll down and find the field Texture Declarations+ which you will notice is empty. Open it up and right click in the first box Texture Declarations, and select Add Value, OR you can just click on the green X to the right.
All that happens, is that you get a new Index at 0, and you can now modify the Adaptions box below it(if you have Index 0 selected), so do that(select Index 0) and again right-click Add Value or Green X in the Adaptions section. Do that 4 times, so you get Indexes 0 through 3. Here is where we will be modifying the PrisonZealot's main textures.
WARNING: If you have multiple indexes like the above, 0 through 3, and you attempt to delete 0, 1 or 2, it will crash your editor. You MUST delete Index 3 first, then 2, then 1, or as stated, the editor will crash!
Select Index 0 of Adaptions and using Main Reference from above [5: Standard_14], first thing we will want to do is add our Prefix, which you might notice from the picture, is PrisonZealot, so write PrisonZealot_ in the Prefix box.(Through testing, in many cases it is REQUIRED that the _ be included in the Prefix as well as the Substring, else it MAY NOT function in-game.)
NOTE: you only need to input the Prefix once per Texture Declaration Index.
Now write main in the Slot box, and write _Diffuse in the Trigger on Substring box.
Select Index 1 and write main in the Slot box, and write _Specular in the Trigger on Substring box.
Select Index 2 and write main in the Slot box, and write _Emissive in the Trigger on Substring box.
Select Index 3 and write main in the Slot box, and write _Normal in the Trigger on Substring box.
Now, add a new Index to Texture Declarations, this will be Index 1. And add a new Index to Adaptions under Index 1.
Select Index 0 of Adaptions and using Hair Reference from above [3: Dredlocks], first thing we will want to do is add our Prefix, which you might notice from the picture, is ZealotDreads, so write ZealotDreads_ in the Prefix box.
Now write hair in the Slot box, and write _Diffuse in the Trigger on Substring box.
Now our Prison Zealot's main textures are ready and able to be modified to our hearts content!
Here's what it should look like. Click on the picture to view better detail.
The Prefix (and possibly the Substring) seem to be case sensitive. In the case of the Prison Zealot, it's main Prefix is PrisonZealot, and the Colossus' main Prefix is colossus, not Colossus.
Textures Tab
Head over to the textures tab, and right click, Add Texture, Name along the line of PrisonZealot_Diffuse, click on Suggest, leave Based ON as CTexture.
Modify the Slot field, write/input main.diffuse
Modify the File field, file path Assets\Textures\Zealot_Diffuse.dds
Add Texture, PrisonZealot_Emissive.
Modify the Slot field, write/input main.emissive
Modify the File field, file path Assets\Textures\Zealot_Emissive.dds
Add Texture, PrisonZealot_Specular.
Modify the Slot field, write/input main.specular
Modify the File field, file path Assets\Textures\Zealot_Specular.dds
Add Texture, PrisonZealot_Normal.
Modify the Slot field, write/input main.normal
Modify the File field, file path Assets\Textures\Zealot_normal.dds
Add Texture, PrisonZealotHair_Diffuse.
Modify the Slot field, write/input hair.diffuse
Modify the File field, file path Assets\Textures\twilightcouncil_diffuse_holo.dds
We're all done in the Textures Tab now.
ADDENDUM: There is no way to use 1 file for multiple texture slots, 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.
Actors Tab
Find Prison Zealot, and modify Events - Events+ field. Scroll down to the bottom, select the last entry, right click, Add Event then modify the Event to look like the following
Actor Creation
TextureSelectById PrisonZealot_Diffuse.
Add a few new events, should look like this when you are done.
ADDENDUM: You are able to view textures within the map editor by slightly modifying when the Texture Select By ID occurs. The tutorial creates it on Actor Creation, and can only be viewed and tested in-game. By using a TimerSet into a Timer Expired event (example below), you are able to preview some changes directly in the editor.
ActorCreation
TimerSet Timer 0.1
TimerExpired
TimerName Timer
TextureSelectByID texture1
We are now Finished!!
Please read the Note below about Slots. Should remove some confusion.
Extra Information
Also, You might get some errors in the editor from time to time something along the line of "Cannot load blah blah Expression 1". This is either an Editor "Thing", or you are linking the improper Texture in the Actor Event. If it works fine in game, no worries about the editor.
Here are some of the SLOTS you might use. Don't know if it's the full list, but it might be.
Slots
Decal
Main
Reflection
Video
Campaign
Terran
Zerg
Protoss
Merc
Body
Head
Hair
Generic 01
Generic 02
Generic 03
Generic 04
Generic 05
Note: Specific textures DO NOT have to be placed in specific slots. You can use the Main slot to change a Smoke Trail, and you can use the Decal slot to change the primary texture of a unit. Slots are Interchangeable, use whichever slot you like.
And again, a link to Kueken531's Texture Swap Test Map!! Be sure to check it out, as it is a very powerful tool, designed to help you!!
Pictures
Tutorial, Before Tutorial, After Firebat -> Kueken Thors, Custom Textures -> Kueken Queen -> Kueken Hybrid -> Kueken Medivac -> Seraphlio Leviathan, Kerrigan, Reaver Hybrid, Siege Tank -> DrSuperEvil
If you want to be shocked, you should definitely watch any Dimension Extreme films (Lake Eden... the ending pissed me off SO much, I was actually MAD that the ending played out that way, totally did not expect that, hahaha...), The Mother of Tears... Dimension Extreme's gotta be one of my faves. The movies the put out might seem mainstream, but there's always something a little more twisted and shocking about their movies.
Masters of Horror is another good little series. I've got 3 volumes of their stuff, it's awesome.
@Hookah604: Go
You actually liked Pandorum? Cool I guess, but I found the atmosphere to be extremely weak, and the clincher was the fight... they turned this 'horror' movie into a joke at the fight. *snicker* ugh. I'd never been so bored, and that fight made me turn off the movie.
The only Mover associated with the Interceptor is Fly
To change the range interceptors can travel away from the target, you go to the Weapons Tab, find the Weapon you use for your interceptor, and change the field Stats - Loiter Radius from 8 to X. This is a field only available to Strafe Weapons.
And just some extra info, to change the range interceptors can travel away from the Carrier, you go to the Abilities Tab, find the Carrier - Hangar ability and change the field Ability - Leash.
I wouldn't really call any of them scary... but here goes, some horror movies with a scene or 2 that might disturb you in some way.
Event Horizon (The atmosphere in this movie is what's truly "scary")
Stephen King's IT (I was 10 when I first watched this... OMG WTF WHY WHY WHY!?)
Stephen King's The Shining (again, young when I saw this)
Hellraiser
Nightbreed
Audition (this is just... like... WTF!? not scary, in a way, but certainly messed. Gotta love the Asian "horror" films, even if it's for that one moment of shock and total disbelief)
There's this other Asian horror film that I cannot think the title of, but it was so messed up it was messed up more than any other movie I think I have ever seen.
I found Human Centipede to be completely boring and not worth watching. Nothing scary about it, perhaps slightly F'd up, but very boring. Didn't finish watching it on the account of lack of atmosphere.
@GnaReffotsirk: Go
The House: Is that the movie, where on the cover of the package is a detached hand opening a lock on a doorknob? hehehe...
First: You can remove 'Smart' from the Stats - Flags field for both Detonate abilities, just to eliminate redundancies.
Second: Both Floatshroom and Doomshroom REQUIRE ground and EXCLUDE air for them to auto-detonate. Change Floatshroom's Ability - Auto Cast Filters field to REQUIRE Air and EXCLUDE Ground.
If you want your Floatshroom to also only damage air units, you would change the damage effect to exclude ground, require air aswell.
Um... you write I gave it the validators for smart "Enemies nearby" and I wonder if you put the validator in the Ability - Smart Validators field.
Smart Validators is for Right Mouse-Clicks.
You want to put your Validator in Ability - Auto Cast Validators field.
Also note that the Validator "EnemiesNearby" needs 2 or more enemy units in range before it detonates. The Search Area is set to Greater Than, not Equal To Or Greater Than.
If you did indeed put the validator in the proper field, perhaps you could send me your map. I don't mind taking a quick peek.
0
@DrSuperEvil: Go
0
Ok, I cannot edit my second post because apparently the forum believes it to be Post 6, and there is no post 6.
Little update...
Using a Double Diffuse does not matter. It seems that the Higher Numbered Index overwrites the Lower Numbered Index if they both modify the same Slot and Substring. I could have sworn that some of Index1's Diffuse could be seen through Index 5's Diffuse, but apparently it was just wishful thinking :P
EDIT: Thanks Kueken! I appreciate your feedback on my post.
The picture of the Cactus Zealot doesn't do it justice.
When the Zealot folds his arm over, you can see it much better and it looks so good. The "spiky" part or whatnot is only on the Arm Bracers and Legs... it's like the textures just KNOW where to line up and stop perfectly. Everything lines up really nicely. I've seen this lining up with several textures that have multiple "regions" you could say.
EDIT 2: Modifying the Blades glow IS possible, because I've done it. But I was screwing around and it looked terrible, so I pretty much deleted that edit, and now I cannot seem to modify them. If only I could find out how again.
0
Info in this post was no longer relevant or correct... placeholder for now?
0
http://forums.sc2mapster.com/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#p1
I made a tutorial with the basics, also attached a map. I turn Prison Zealots into Blue Haired Zealots.
0.968476357267951
Many many thanks and major credit goes to DrSuperEvil, he's the one who started the ball rolling.
Here's the original thread, and how some of this was discovered.
http://forums.sc2mapster.com/development/data/18456-how-do-i-use-texture-select-by-id/
Link to Kueken531's Texture Swap Testmap!!
Tutorial Start
Basics
For all intents and purposes, I am going to be modifying the PrisonZealot to look like a regular Zealot(sort of) with blue Dreadlocks!
Now let's get started shall we?
First, open up the previewer, and find/load the PrisonZealot into the previewer. Afterwards, you will need to make sure that the little button with 2 green and 2 black squares is pressed(in the red circle).
This displays the Materials folder of the model, which is where we are going to find our Prefix and Substrings.
We are looking to modify the Hair and the entirety of the Prison Zealot, and taking a look at the material folders, we will need to reference [3: Dredlocks] and [5: Standard_14] folders.
MAIN REFERENCE
HAIR REFERENCE
Now it's time to modify our Model!
Models Tab
Look up the Prisoner Zealot model, and head on in! You will want to scroll down and find the field
Texture Declarations+ which you will notice is empty. Open it up and right click in the first box Texture Declarations, and select Add Value, OR you can just click on the green X to the right.
All that happens, is that you get a new Index at 0, and you can now modify the Adaptions box below it(if you have Index 0 selected), so do that(select Index 0) and again right-click Add Value or Green X in the Adaptions section. Do that 4 times, so you get Indexes 0 through 3. Here is where we will be modifying the PrisonZealot's main textures.
WARNING: If you have multiple indexes like the above, 0 through 3, and you attempt to delete 0, 1 or 2, it will crash your editor. You MUST delete Index 3 first, then 2, then 1, or as stated, the editor will crash!
Select Index 0 of Adaptions and using Main Reference from above [5: Standard_14], first thing we will want to do is add our Prefix, which you might notice from the picture, is PrisonZealot, so write PrisonZealot_ in the Prefix box. (Through testing, in many cases it is REQUIRED that the _ be included in the Prefix as well as the Substring, else it MAY NOT function in-game.)
NOTE: you only need to input the Prefix once per Texture Declaration Index.
Now, add a new Index to Texture Declarations, this will be Index 1. And add a new Index to Adaptions under Index 1.
Select Index 0 of Adaptions and using Hair Reference from above [3: Dredlocks], first thing we will want to do is add our Prefix, which you might notice from the picture, is ZealotDreads, so write ZealotDreads_ in the Prefix box.
Now our Prison Zealot's main textures are ready and able to be modified to our hearts content!
Here's what it should look like. Click on the picture to view better detail.
The Prefix (and possibly the Substring) seem to be case sensitive. In the case of the Prison Zealot, it's main Prefix is PrisonZealot, and the Colossus' main Prefix is colossus, not Colossus.
Textures Tab
Head over to the textures tab, and right click, Add Texture, Name along the line of PrisonZealot_Diffuse, click on Suggest, leave Based ON as CTexture.
Add Texture, PrisonZealot_Emissive.
Add Texture, PrisonZealot_Specular.
Add Texture, PrisonZealot_Normal.
Add Texture, PrisonZealotHair_Diffuse.
We're all done in the Textures Tab now.
ADDENDUM: There is no way to use 1 file for multiple texture slots, 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.
Actors Tab
Find Prison Zealot, and modify Events - Events+ field. Scroll down to the bottom, select the last entry, right click, Add Event then modify the Event to look like the following
Add a few new events, should look like this when you are done.
ADDENDUM: You are able to view textures within the map editor by slightly modifying when the Texture Select By ID occurs. The tutorial creates it on Actor Creation, and can only be viewed and tested in-game. By using a TimerSet into a Timer Expired event (example below), you are able to preview some changes directly in the editor.
We are now Finished!!
Please read the Note below about Slots. Should remove some confusion.
Extra Information
Also, You might get some errors in the editor from time to time something along the line of "Cannot load blah blah Expression 1". This is either an Editor "Thing", or you are linking the improper Texture in the Actor Event. If it works fine in game, no worries about the editor.
Here are some of the SLOTS you might use. Don't know if it's the full list, but it might be.
Slots
Note: Specific textures DO NOT have to be placed in specific slots. You can use the Main slot to change a Smoke Trail, and you can use the Decal slot to change the primary texture of a unit. Slots are Interchangeable, use whichever slot you like.
And again, a link to Kueken531's Texture Swap Test Map!!
Be sure to check it out, as it is a very powerful tool, designed to help you!!
Pictures
Tutorial, Before Tutorial, After Firebat -> Kueken Thors, Custom Textures -> Kueken
Queen -> Kueken
Hybrid -> Kueken
Medivac -> Seraphlio
Leviathan, Kerrigan, Reaver Hybrid, Siege Tank -> DrSuperEvil
0
If you want to be shocked, you should definitely watch any Dimension Extreme films (Lake Eden... the ending pissed me off SO much, I was actually MAD that the ending played out that way, totally did not expect that, hahaha...), The Mother of Tears... Dimension Extreme's gotta be one of my faves. The movies the put out might seem mainstream, but there's always something a little more twisted and shocking about their movies.
Masters of Horror is another good little series. I've got 3 volumes of their stuff, it's awesome.
@Hookah604: Go You actually liked Pandorum? Cool I guess, but I found the atmosphere to be extremely weak, and the clincher was the fight... they turned this 'horror' movie into a joke at the fight. *snicker* ugh. I'd never been so bored, and that fight made me turn off the movie.
0
I would play this. I want to badly try out PsychoMC's Last Stand. I play alot of the real Last Stand, I have 5 of 6 characters at lvl 20, it's great!
Again, I would so play this.
0
@DrSuperEvil: Go
Still toying around with this and it's pretty cool.
I changed the PrisonZealot's Emissive, Diffuse, Normal, and Specular to that of a regular zealot and it looks pretty darned close!
0
@DrSuperEvil: Go
Despite following what you wrote down, I get an error in the editor along the lines of 'Could not find texture with id TestDiffuse and expression 1.
I'm trying to apply a diffuse swap on a Stone Zealot.
Example map?
0
The only Mover associated with the Interceptor is Fly
To change the range interceptors can travel away from the target, you go to the Weapons Tab, find the Weapon you use for your interceptor, and change the field Stats - Loiter Radius from 8 to X. This is a field only available to Strafe Weapons.
And just some extra info, to change the range interceptors can travel away from the Carrier, you go to the Abilities Tab, find the Carrier - Hangar ability and change the field Ability - Leash.
0
What did I win!?!?!
0
I _LOVE_ horror movies!
I wouldn't really call any of them scary... but here goes, some horror movies with a scene or 2 that might disturb you in some way.
I found Human Centipede to be completely boring and not worth watching. Nothing scary about it, perhaps slightly F'd up, but very boring. Didn't finish watching it on the account of lack of atmosphere.
@GnaReffotsirk: Go The House: Is that the movie, where on the cover of the package is a detached hand opening a lock on a doorknob? hehehe...
0
First: You can remove 'Smart' from the Stats - Flags field for both Detonate abilities, just to eliminate redundancies.
Second: Both Floatshroom and Doomshroom REQUIRE ground and EXCLUDE air for them to auto-detonate. Change Floatshroom's Ability - Auto Cast Filters field to REQUIRE Air and EXCLUDE Ground.
If you want your Floatshroom to also only damage air units, you would change the damage effect to exclude ground, require air aswell.
EDIT: All those 'copies' hurts my brain! ;P
0
@hueschel: Go
Ability - Smart Validator field is used only for Left Mouse-Clicking.
0
Um... you write I gave it the validators for smart "Enemies nearby" and I wonder if you put the validator in the Ability - Smart Validators field.
Smart Validators is for Right Mouse-Clicks.
You want to put your Validator in Ability - Auto Cast Validators field.
Also note that the Validator "EnemiesNearby" needs 2 or more enemy units in range before it detonates. The Search Area is set to Greater Than, not Equal To Or Greater Than.
If you did indeed put the validator in the proper field, perhaps you could send me your map. I don't mind taking a quick peek.