Staredit Network > Forums > SC2 Assistance > Topic: Custom artwork testing
Custom artwork testing
Jun 28 2011, 4:37 am
By: Jack  

Jun 28 2011, 4:37 am Jack Post #1

>be faceless void >mfw I have no face

I don't have much/any sc2 access right now, but every now and then I make some texture edits and want them tested out. If someone could test out and screenshot these units with the custom textures if and when I upload them, that'd be great.

To test them, "Finally we will replace the texture in GalaxyEdit. Open up the Import module (F9), and go to Data->Import Files (Ctrl-I). Navigate to your textures, select them, and import them. Make sure they're in Assets/Textures/ inside the map. Save the map, and exit the importer. Place a dark templar or three in the terrain module, and go test them out! (Note:The changes won't show up in the editor with this method, as the editor seems to look in the Liberty mod for this information when you use the replacement method. However, they should show up fine ingame)." from http://www.galaxywiki.net/Custom_Unit_Textures


Here's a darkened immortal texture. http://www.staredit.net/?attachment=7851



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 28 2011, 11:20 am Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

file does not exist




Jun 28 2011, 12:31 pm Jack Post #3

>be faceless void >mfw I have no face

That's odd.

TEST [attach=7851]

OK that works, try the above link.

Attachments:
immortal_diffuse.dds
Hits: 7 Size: 1024.13kb



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 28 2011, 1:23 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.


Here it is!
It's everything on low except textures and models on high.




Jun 28 2011, 1:25 pm Jack Post #5

>be faceless void >mfw I have no face


Olyvian at udmod finished same time as you lol

Quote from Ahli

Here it is!
Thanks man. Texture looks alright to me :D

Post has been edited 1 time(s), last time on Jun 29 2011, 3:20 am by Jack.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 2 2011, 4:35 am Jack Post #6

>be faceless void >mfw I have no face

http://www.staredit.net/galaxyedit/unit/21. could someone download this and import it into SC2 and apply it as a unit model and screenshot it ingame if it works? Probably the texture won't work.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 2 2011, 12:42 pm Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Jack
http://www.staredit.net/galaxyedit/unit/21. could someone download this and import it into SC2 and apply it as a unit model and screenshot it ingame if it works? Probably the texture won't work.
It's invisible because under Materials there is no entry -> no texture.




Jul 2 2011, 2:28 pm MadZombie Post #8



Someone seriously needs to make a tutorial that isn't a year old using the beta and includes the steps in 3DSMax for importing custom models.



None.

Jul 2 2011, 3:13 pm NicholasBeige Post #9



Quote from MadZombie
Someone seriously needs to make a tutorial that isn't a year old using the beta and includes the steps in 3DSMax for importing custom models.
http://sc2.nibbits.com/media/tools/files/20100406172059/m3_import_0.11.zip

Extract to ..\Scripts\Startup\
Run 3DS Max.
Go to Utilities (the hammer icon) and select MaxScript
Select M3 - Import.
Browse to the model you want to import.

DDS Plugin for Photoshop
64 Bit - http://developer.download.nvidia.com/assets/tools/files/Photoshop_Plugins_8.51.0621.1635.exe
32 Bit - http://developer.download.nvidia.com/assets/tools/files/Photoshop_Plugins_x64_8.51.0621.1635.exe

Install, and then you can open/edit/save .dds files (direct draw surface) which are used for SC2 textures.

Ladiks MPQ Editor
http://www.zezula.net/download/mpqediten32.zip

Extract to a folder of your choice.
Rip the SC2Assets mpq for all the models, textures, sounds etc.



None.

Jul 2 2011, 3:58 pm NicholasBeige Post #10





Always wondered why the Terran never used Camouflage... Gonna work on desert, arctic, 'hell-world/char' templates next.

Also, need to find a way to increase the opacity or completely disable player colours for this to work. Maybe just have selection circles always visible and tinted to owner colors.. .

Edit: Also. double post. my b ad.

Also: Jack - you can just render them in 3DSMax - it's such a hassle to get the textured unit in game, you might as well have max open and just render with each update you make to the texture. It'll look 99.9% identical in the SC2 engine anywayz. Especially if you're gonna mess with the normal/emissive/specular maps also.

Post has been edited 1 time(s), last time on Jul 2 2011, 4:03 pm by Cardinal.



None.

Jul 2 2011, 8:32 pm Jack Post #11

>be faceless void >mfw I have no face

How do I get the Starcraft 2 bitmap material to render? I had one on that temple and it wouldn't show up in max when I rendered. Also, ahli, doesn't it use the default blue texture if there is no texture?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 2 2011, 8:48 pm MadZombie Post #12



Quote
Extract to ..\Scripts\Startup\
Run 3DS Max.

Yea, thanks. I figured out my own problem although still. Technically no one has made a video on the full process that really goes in depth. It would be real neat if someone did make it and slapped "Staredit.net" on the description. Know what I'm sayin.



None.

Jul 2 2011, 8:51 pm Jack Post #13

>be faceless void >mfw I have no face

Quote
Quote
Extract to ..\Scripts\Startup\
Run 3DS Max.
Yea, thanks. I figured out my own problem although still. Technically no one has made a video on the full process that really goes in depth. It would be real neat if someone did make it and slapped "Staredit.net" on the description. Know what I'm sayin.
I'll do one tomorrow maybe, or in the next week.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 3 2011, 8:47 pm NicholasBeige Post #14



Quote from Jack
How do I get the Starcraft 2 bitmap material to render? I had one on that temple and it wouldn't show up in max when I rendered. Also, ahli, doesn't it use the default blue texture if there is no texture?


pro tip - don't use the SC2Bitmap file format. .dds is what the engine reads best. So on the material editor you just fill the slots with bitmaps but point them to the .dds texture files you are using (or .jpeg or .png or whatever else).



None.

Jul 3 2011, 9:16 pm Jack Post #15

>be faceless void >mfw I have no face

MAX HAZ NODE EDITOR? where? Max is so confusing D:



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 3 2011, 10:07 pm NicholasBeige Post #16



Max 2011 and newer has the 'Slate Material Editor' which is basically what you see there. Takes some getting used to but it is fucking amazing.



None.

Jul 4 2011, 2:22 am Jack Post #17

>be faceless void >mfw I have no face

Quote from name:Cardinal
Max 2011 and newer has the 'Slate Material Editor' which is basically what you see there. Takes some getting used to but it is fucking amazing.
Ah yes, same as Blender's node editor, or similar at least. Blender's had one for a few years now ;o

What's the Comp map thing for exactly?

EDIT
OK, I worked out how to get materials to actually apply to the model (silly max's interface) and have reuploaded the model to http://www.staredit.net/galaxyedit/unit/21.

Textures:
http://www.staredit.net/galaxyedit/unit/23.
http://www.staredit.net/galaxyedit/unit/22.

Post has been edited 2 time(s), last time on Jul 4 2011, 3:27 am by Jack.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 4 2011, 3:46 am Ahli Post #18

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.


-Textures had to be imported into "Assets/Textures/" to work.
-Model shows now information in materials section in the model previewer (doesn't seem to be bad)
-there is an error in the model.




Jul 4 2011, 8:58 am Jack Post #19

>be faceless void >mfw I have no face

Quote from Ahli

-Textures had to be imported into "Assets/Textures/" to work.
-Model shows now information in materials section in the model previewer (doesn't seem to be bad)
-there is an error in the model.
Textures are normally placed in Assets/Textures/ for models; that's the m3 exporter default ;o
Not sure about that one, I'll see why that is. Maybe cardinal could explain his exact process and I'll see if it's different from mine.
I fixed the flying polygon now.

I also scaled it down, hopefully enough to be a tad larger than say a nexus.

Also added a specular map http://www.staredit.net/galaxyedit/unit/24.

Could someone test again sometime please? ;o



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 4 2011, 12:22 pm Ahli Post #20

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.


you made it transparent somehow.
It's not the specular map because I've deleted it after taking that picture and it still looked like that.




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