Importing Custom Artwork
Creating custom artwork is all very well, but if you can't actually use it in StarCraft II, it's useless.
Importing Custom Models
The following tutorial is a quick explanation for how to import custom models into your StarCraft 2 map.
First, you will need an .m3 model to import (and corresponding textures). For this tutorial, I've chosen a model of Garrosh from World of WarCraft. You can download this model from here.
This is also written assuming you have the "Show Table View" button pressed next to the right "Search" bar in the Data Editor.
Importing the Model
- Under "Modules," select "Import" (F9). A new window will pop up that will list all imported files in your map.
- In this new window, select "Import Files..." (Ctrl+I) from the "Data" menu. Another window will open.
- Click on the "Browse..." button on the right to find the folder that contains your model (in this case, we're selecting "Garrosh"). A list of files should appear in the box on the left. Check the boxes next to all the files having to do with the model you want to import:
- Garrosh.m3
- GARROSHARMOR.tga
- GARROSHBODY.tga
- Click "Ok" and they will now appear in a new folder under "Document Files". Now select the three files you just imported. Right-click on one of them (with all 3 selected) and select "Move Files..." (Ctrl+M). A new window will pop up with two options. Select "Existing Path: (Root)" and click "Ok."
- Unfortunately for the textures to show up properly on the model, you will have to close and re-open the editor (not just your map). Save your map and close the editor, then start it up again.
Applying the Model to a Unit
- Once the map has reopened, go to the "Data Editor" (F7). Next to "Data Type," select "Models." Find whatever unit you want to look like Garrosh. In this case, I've chosen a Zealot.
- After selecting Zealot, the box on the right will fill up will all sorts of information. We will only focus on three of these fields.
- Find "Model" and double-click on the field next to it. A new window will pop up with a preview of the existing model. Click "Browse..." to open a list of all the .m3 files in the editor. Either search for "Garrosh" or scroll down to the bottom to find the model. Once Garrosh.m3 is selected, click "Ok." The preview should now show you the model of Garrosh. Click "Ok."
- Find "Scale Maximum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."
- Find "Scale Minimum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."
- Save your map and close the Data Editor. Now just place the Zealot unit on the map, and you'll notice it now looks and acts like Garrosh.
Importing Custom Icons
You can watch this video (NOTE: Made during beta) or read the following text on how to import and use custom icons. <youtube>AsolKlqrD6I</youtube>
Create the Icon
Designing Custom Icons is fairly difficult, but once you have designed and finished your icon, you need to save it as a DDS (File Format). When your chosen program comes up with the options on how to save it, choose BC3/DXT5 for the compression method, and don't choose Create Mipmaps. The reason you use BC3/DXT5 for the compression method is because that method allows use of interpolated alphas, and retains a high quality. As for mipmaps, they are unnecessary, as StarCraft II automatically creates mipmaps for you.
Import the Icon
The procedure is the same as any other import.
- Under "Modules," select "Import" (F9). A new window will pop up that will list all imported files in your map.
- In this new window, select "Import Files..." (Ctrl+I) from the "Data" menu. Another window will open.
- Click on the "Browse..." button on the right to find the folder that contains your icon. A list of files should appear in the box on the left. Check the box next to the icon you want to import.
- Click "OK" and they will now appear in a new folder under "Document Files". If you wish, you can move them to a more appropriate place, such as \Assets\Textures\.
Use the Icon
Most probably, you will want to create a custom button for your icon, or replace an existing button icon with yours. Go to the Data Editor module, choose Buttons from the dropdown menu, and navigate to your button. Then change the icon.
Importing Custom Terrain Textures
Designing custom terrain textures is easy enough; happily, so is importing them and using them.
Importing the Terrain
You should have two .DDS files ready to import; one diffuse map, and one normal map.
- Under "Modules," select "Import" (F9). A new window will pop up that will list all imported files in your map.
- In this new window, select "Import Files..." (Ctrl+I) from the "Data" menu. Another window will open.
- Click on the "Browse..." button on the right to find the folder that contains your terrain files. A list of files should appear in the box on the left. Check the box next to the files you want to import.
- Click "OK" and they will now appear in a new folder under "Document Files". Next, move them to \Assets\Textures\. You may have to create those folders in your map.
Using the Terrain
Screen shot goes here of le terrain area of the data editor. plus infos. I'll do later.
See Also
- Custom Unit Textures - Tutorial/reference guide for changing the textures of units.
- There are models, icons, and custom terrain textures on StarEdit Network here
- There are models, icons, and custom terrain textures on UDMod here
- There are models, icons, and custom terrain textures on HiveWorkshop here