>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_TexturesHere'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."
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
>be faceless void >mfw I have no face
That's odd.
TEST [attach=7851]
OK that works, try the above link.
Attachments:
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
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.
>be faceless void >mfw I have no face
Olyvian at udmod finished same time as you lol
Here it is!
Thanks man. Texture looks alright to me
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."
>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."
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
It's invisible because under Materials there is no entry -> no texture.
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.
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.zipExtract 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.exe32 Bit -
http://developer.download.nvidia.com/assets/tools/files/Photoshop_Plugins_x64_8.51.0621.1635.exeInstall, 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.zipExtract to a folder of your choice.
Rip the SC2Assets mpq for all the models, textures, sounds etc.
None.
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.
>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."
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.
>be faceless void >mfw I have no face
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."
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.
>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."
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.
>be faceless void >mfw I have no face
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."
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.
>be faceless void >mfw I have no face
-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."
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.