OK, sorry for all the updates, but I solved it so I might as well paste the solution for anyone who might be stupid like me in the future.
default decal for terran is decal_terran01_01.dds. If you take the decal and color the alpha channel black, it makes it transparent. I'm sure most of this is obvious to most people.
Update again: Apparently you can replace Raynor's Raider's but you no matter what decals I replace, default (terran) and the default texture remains with the same logo. I have no idea where it gets it from since I replaced all the ones like that.
The default texture is apparently not the same as raynor's raiders (terran). When I choose that one, the *entire* terran turns black haha. I'm not doing well now. I guess black.dds is not transparent, it's black haha.
Edit: fixed it, made it transparent. Now need to find out what the "default" decal is an apply that.
Running into a small snag. Whenever I try to replace the texture with something else it creates a new texture instead of altering the old one.
Edit: Tried uploading black.dds, renamed it to the one I wanted to replace and put it in the same filepath. No change, same decal shows up. Restarted the editor too.
It isn't part of the texture. I noticed that when I put the shader quality on anything other than "low" it shows up. Also, in the normal editor I can change the decal, but in the Cutscene Editor it's always the default. For the marine it's the Raynor's Raider's one.
I want to be able to customize textures but I can't do that if every unit has the same decal. If there is some layer I can alter in the textures that disallows decals to come through at all that would be preferable.
The problem I'm having is that I don't know how to affect decals for units in the CE, but I need to be able to use it in the CE since I am recording my content straight from it.
What if I replaced all the default decals with transparent images?
Apparently decals are controlled by the "Shader" quality level. Anything above "low" shows the decals.
Doesn't fix the problem but it's good to know. Maybe I can alter some quality on the skin texture so that decals don't show up? Now that I can texture the skins properly I'd rather do that and have control.
So I'm starting to record using the CE and the .y4m format.
The benefit to this is that I can record frame by frame at ultra quality.
Problem is, on the highest settings, the decal shows up on the units. I don't know how to remove this in the CE, or control this. Anyone know how to affect decals in any way?
So I'm an "animator" in the cutscene editor and I'm working on a few projects.
My pet project, Supply/Capped will be a sci-fi "sketch" comedy show with a persistent universe that is similar, yet very different from the one established in StarCraft lore. I've just finished learning everything I need to know regarding technical hurdles and I'm ready to hit the ground running and start production.
Here's a short sketch I made. It's my very first animation that I used to test the style and method. Even though this is unpolished and hastily thrown together in a day, it will be similar to what you'll see in Supply/Capped.
I need artistic people. I made this skin a while back but I hated the whole process and it took me far, far too long.
I don't need much help, but I need people that know how to put that extra bit of polish on work that they do.
I need a "costume designer". Someone who has decent knowledge regarding texturing units. This will be very very, little work (I would imagine). Rank insignia's on commanders, special logo's/decals for specific units, maybe some special re-colorings for some very few occasions where I want to make a special character.
I need an animator. I want someone to share in the workload of animating. I don't want to animate, I just want to write and produce it. I don't expect this position to be filled, the job is tedious, but I'm putting it out there. Maybe someone down the line will find it fun.
I'll keep this thread updated with my progress. I'll be getting it done regardless so the more help I get the faster I can get on a proper schedule.
I still can't get this method to work. I exported it from the editor, then edited the file path to my new texture with a text editor (should I use something else?). I still see it as the default sphere when i import it.
Edit: solved by using notepad+ + instead of notepad.
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OK, sorry for all the updates, but I solved it so I might as well paste the solution for anyone who might be stupid like me in the future.
default decal for terran is decal_terran01_01.dds. If you take the decal and color the alpha channel black, it makes it transparent. I'm sure most of this is obvious to most people.
Update again: Apparently you can replace Raynor's Raider's but you no matter what decals I replace, default (terran) and the default texture remains with the same logo. I have no idea where it gets it from since I replaced all the ones like that.
0
Ok, update:
The default texture is apparently not the same as raynor's raiders (terran). When I choose that one, the *entire* terran turns black haha. I'm not doing well now. I guess black.dds is not transparent, it's black haha.
Edit: fixed it, made it transparent. Now need to find out what the "default" decal is an apply that.
0
Running into a small snag. Whenever I try to replace the texture with something else it creates a new texture instead of altering the old one.
Edit: Tried uploading black.dds, renamed it to the one I wanted to replace and put it in the same filepath. No change, same decal shows up. Restarted the editor too.
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It's been asked for a lot here, but I could definitely use a marine that has no rifle, with some basic animations.
Also, less importantly, a marine with no rifle but with his hands still in the "holding" position so I can attach other models to it.
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I didn't even notice the shadows not registering. Any other settings we need to tweak to make the CSE look like it will in-game?
I just thought you needed to put the settings on ultra and it would take care of everything.
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Thanks! That's the best solution since it's not time consuming at all. Thank you so much!
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I'd love to see it.
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It isn't part of the texture. I noticed that when I put the shader quality on anything other than "low" it shows up. Also, in the normal editor I can change the decal, but in the Cutscene Editor it's always the default. For the marine it's the Raynor's Raider's one.
I want to be able to customize textures but I can't do that if every unit has the same decal. If there is some layer I can alter in the textures that disallows decals to come through at all that would be preferable.
The problem I'm having is that I don't know how to affect decals for units in the CE, but I need to be able to use it in the CE since I am recording my content straight from it.
What if I replaced all the default decals with transparent images?
0
What determines decal placement on a model? Is there a way to have a particular model not display decals?
0
Apparently decals are controlled by the "Shader" quality level. Anything above "low" shows the decals.
Doesn't fix the problem but it's good to know. Maybe I can alter some quality on the skin texture so that decals don't show up? Now that I can texture the skins properly I'd rather do that and have control.
0
So I'm starting to record using the CE and the .y4m format.
The benefit to this is that I can record frame by frame at ultra quality.
Problem is, on the highest settings, the decal shows up on the units. I don't know how to remove this in the CE, or control this. Anyone know how to affect decals in any way?
0
Maybe he means the overlay's for their matches?
Welcome, to sc2mapster.
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So I'm an "animator" in the cutscene editor and I'm working on a few projects.
My pet project, Supply/Capped will be a sci-fi "sketch" comedy show with a persistent universe that is similar, yet very different from the one established in StarCraft lore. I've just finished learning everything I need to know regarding technical hurdles and I'm ready to hit the ground running and start production.
Here's a short sketch I made. It's my very first animation that I used to test the style and method. Even though this is unpolished and hastily thrown together in a day, it will be similar to what you'll see in Supply/Capped.
I need artistic people. I made this skin a while back but I hated the whole process and it took me far, far too long.
I don't need much help, but I need people that know how to put that extra bit of polish on work that they do.
I need a "costume designer". Someone who has decent knowledge regarding texturing units. This will be very very, little work (I would imagine). Rank insignia's on commanders, special logo's/decals for specific units, maybe some special re-colorings for some very few occasions where I want to make a special character.
I need an animator. I want someone to share in the workload of animating. I don't want to animate, I just want to write and produce it. I don't expect this position to be filled, the job is tedious, but I'm putting it out there. Maybe someone down the line will find it fun.
I'll keep this thread updated with my progress. I'll be getting it done regardless so the more help I get the faster I can get on a proper schedule.
0
Oh wow! thank you so much! I have notepad, I sincerely hope that helps it.
Edit: It does help!!!
Thank you again!
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I still can't get this method to work. I exported it from the editor, then edited the file path to my new texture with a text editor (should I use something else?). I still see it as the default sphere when i import it.
Edit: solved by using notepad+ + instead of notepad.