If I have no other options, that's what I'm going to have to do. I'm just not sure if I'll be able to free up enough elements for my purposes. Plus that solution seems inelegant and offends my sense of programming aesthetics. :P
Did you ever get the High Templar working? I've been adding a Nerazim upgrade to my mod (I'll be sure to credit you), but HT's just aren't changing. (I've figured out just enough about textures and models and all that to think it's because of the model's Materials, but no where near enough to do anything about it.)
I've hit a stumbling block in my attempts to create a mod for a series of maps I'm planning. I've created a number of new units, mostly Protoss, and so all of them need to have the shield upgrade apply to them. However, I've noticed that, after adding the units properly to the Upgrade: Effects array, they simply vanish when I look at the array again.
My current theory is that the Upgrade: Effects array can't hold any more elements, and so drops the elements I'm trying to add. My evidence is that the array currently has 128 elements in it. If I'm right, that means that, at most, an upgrade that requires 3 changes per unit (as does Protoss Shields) can only affect 42 units (and change). Which is a problem when the shields upgrade applies to all Protoss units and buildings. (32 plus heroes in Wings of Liberty alone.)
So, my question is: any ideas? I thought perhaps I could make an Upgrade object that then triggered two separate Upgrades, and just stick my new units in one of those, but upgrades can't upgrade other upgrades. The only way I can see of doing it is with triggers on the individual maps. Not the cleanest of solutions.
For anyone else's reference, the mod doesn't change the textures of High Templar, Colossi, or Phoenixes (and I'm not sure about Observers), nor Scouts. Stalkers and Void Rays obviously have no change. For some reason, if a Warp Gate is already morphed when the map is loaded, it isn't changed, but a Gateway changed into one will retain its colour. (Note that I think all these caveats are due to bugs in the data, rather than missing textures.)
TheAlmaity, how do you extract the textures? Photoshop doesn't appear to open .dds files, and I couldn't see anything in the editor.
I agree with your thought on being more Stalker-coloured, though I'd have to check how much of the blue on Stalkers is team colour and how much is the model itself. I'd definitely tone down the evilly-glowing green, too, but I know nothing of texture editing and so would just be happy with what TheAlmaity made. :)
I don't suppose you could explain how to do those retextures? Or better yet upload the new textures? They're exactly what I was looking for for a map I'm making.
Hi guys. I'm having trouble with a portrait model I downloaded from this site (here). I've set up the unit and everything, but in-game, the portrait camera appears to be backwards. That is, it's looking at the back of the portrait model.
I've gone to "View in Cutscene Editor", and looked at View > Camera > CerebratePortrait: CameraPortrait, which looks normal and fine. (I've also looked at the other options under Camera, none of which seem to help.) I can rotate the view in the Cutscene Editor, but I can't see a way to apply the adjustments I make to the portrait model. Please help.
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@SkeletalHammer: Go
If I have no other options, that's what I'm going to have to do. I'm just not sure if I'll be able to free up enough elements for my purposes. Plus that solution seems inelegant and offends my sense of programming aesthetics. :P
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@TheAlmaity: Go
Did you ever get the High Templar working? I've been adding a Nerazim upgrade to my mod (I'll be sure to credit you), but HT's just aren't changing. (I've figured out just enough about textures and models and all that to think it's because of the model's Materials, but no where near enough to do anything about it.)
0
I've hit a stumbling block in my attempts to create a mod for a series of maps I'm planning. I've created a number of new units, mostly Protoss, and so all of them need to have the shield upgrade apply to them. However, I've noticed that, after adding the units properly to the Upgrade: Effects array, they simply vanish when I look at the array again.
My current theory is that the Upgrade: Effects array can't hold any more elements, and so drops the elements I'm trying to add. My evidence is that the array currently has 128 elements in it. If I'm right, that means that, at most, an upgrade that requires 3 changes per unit (as does Protoss Shields) can only affect 42 units (and change). Which is a problem when the shields upgrade applies to all Protoss units and buildings. (32 plus heroes in Wings of Liberty alone.)
So, my question is: any ideas? I thought perhaps I could make an Upgrade object that then triggered two separate Upgrades, and just stick my new units in one of those, but upgrades can't upgrade other upgrades. The only way I can see of doing it is with triggers on the individual maps. Not the cleanest of solutions.
Am I missing anything?
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@TheAlmaity: Go
Thanks a lot. Those are great.
For anyone else's reference, the mod doesn't change the textures of High Templar, Colossi, or Phoenixes (and I'm not sure about Observers), nor Scouts. Stalkers and Void Rays obviously have no change. For some reason, if a Warp Gate is already morphed when the map is loaded, it isn't changed, but a Gateway changed into one will retain its colour. (Note that I think all these caveats are due to bugs in the data, rather than missing textures.)
TheAlmaity, how do you extract the textures? Photoshop doesn't appear to open .dds files, and I couldn't see anything in the editor.
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@SGTMeowmers9: Go
Yeah, I've seen those, but they're capital-D Dark, rather than Dark Templar-style.
@Kanitala: Go
I agree with your thought on being more Stalker-coloured, though I'd have to check how much of the blue on Stalkers is team colour and how much is the model itself. I'd definitely tone down the evilly-glowing green, too, but I know nothing of texture editing and so would just be happy with what TheAlmaity made. :)
0
@TheAlmaity: Go
I don't suppose you could explain how to do those retextures? Or better yet upload the new textures? They're exactly what I was looking for for a map I'm making.
0
Hi guys. I'm having trouble with a portrait model I downloaded from this site (here). I've set up the unit and everything, but in-game, the portrait camera appears to be backwards. That is, it's looking at the back of the portrait model.
I've gone to "View in Cutscene Editor", and looked at View > Camera > CerebratePortrait: CameraPortrait, which looks normal and fine. (I've also looked at the other options under Camera, none of which seem to help.) I can rotate the view in the Cutscene Editor, but I can't see a way to apply the adjustments I make to the portrait model. Please help.
Thanks.