Staredit Network > Forums > SC2 Assistance > Topic: Tutorial: Changing Textures
Tutorial: Changing Textures
Apr 26 2012, 12:01 pm
By: Ahli  

Apr 26 2012, 12:01 pm Ahli Post #1

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

Changing Textures of a unit:

1. Get the name of the texture from model previewer. It's something like "marine_diffuse_blood".

2. Go to the model, edit the texture declarations, add an entry in the top box, select it, add an entry in the middle box. Then edit the "Trigger on Substring" to use the texture name you just looked up. Set the slot to "main". If you have different areas in the model (for example thor), you can switch to use other slot names like hair or body. Sadly I've no list of these names and I don't know how to find all slot names. :(

3. You need to create a new texture object in the editor, too. You need to set the slot to the slot you used before like "main" and then you can append the usage of the texture as diffuse or specular or normal with this information as a suffix added after a "." as seen on the screenshot. So you just write "main.diffuse" to change the diffuse texture in the main slot. Don't forget to select your new texture that should be applied.

4. You can trigger the texture change whenever you want in actors. You just need an event. If the unit should always have another texture, you can use "ActorCreation" as the event. Else you could trigger it with a behavior.

5. Test the map and check out your result.

Further knowledge:
- Textures can only used by one unit type at one slot at once. So you might need to create multiple textures to overcome this issue.
- These changes aren't seen in the terrain module of the editor, you need to test the map to see the changes.

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[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
[03:44 am]
O)FaRTy1billion[MM] -- use scmd or NudeRaider
NudeRaider shouted: You are right, however, in that the Remastered *graphics* are just a skin are interchangeable, even midgame. Skinability being another new functionality. Anyways, for tools that rely on the original mpqs you will have to obtain a legacy version of sc.
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