Difference between revisions of "Custom Unit Textures"

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= Data Editor Method =
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=== Step 1: Cutscene Editor ===
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Open the [[Cutscene Editor]] (Shift + F7). First, make sure the "Files" pane is visible by going to '''View > Show Panes > Files''' or by pressing "F". Now click on the "Files" tab. In the textbox underneath the tabs, you can search for whichever model you want to specifically change. In this case, let's change the '''Reaper'''. Search for "Reaper" and double-click on '''Reaper.m3''' in the '''Assets > Units > Terran > Reaper''' folder. Make sure the "Scene Object List" is open as well by going to '''View > Show Panes > Scene Object List''' or pressing Shift + Y.
  
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Under '''"Loose Files > Previewer"''' you should see "Reaper". Select it. Now let's open the "Model Data" window by going to '''Object > Model Data''' or pressing Shift + D. This window will show us everything we need to change the unit's textures.
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Click on the + sign next to the "Materials" folder. This should now show us the '''"[0: orig_New Reaper], Type = Standard"''' folder. In this folder, we can see all the default textures being used for the Reaper as well as other information. Note that the other folders will show us the textures related to the jetpack, but for now let's focus on the main part of the unit. Make note of the values next to '''"Diffuse"''', '''"Normal"''', and '''"Emissive"''' as they will be important later.
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[[File:Reaper CutsceneEditor.png|600px|center]]
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=== Step 2: Models ===
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Now open the [[Data Editor]] (F7). Go to the "[[Models]]" tab and search for the "Reaper". Once selected, make sure '''"Table View"''' is enabled for the sake of finding things quickly. Now find the '''"(Basic) Texture: Texture Declarations+"''' field on the right, and double-click the empty space next to it to open an Object Values window.
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In the box under "Texture Declarations", right-click and select "Add Value" or click the green + on the right. With this new Texture Declaration selected, the "Adaptions" box is now active.
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Right-click the box under "Adaptions" and select "Add Value" or click the green + on the right. Select "Add Value" or click the box 2 more times so we have indexes 0, 1, and 2.
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#Select index "0" under "Adaptions" and under "Prefix" type '''"ReaperA_"'''. This Prefix will be applied to all the Adaption indexes, and because all of our unit's textures start with "ReaperA_" we will only need to input this once. Supposing you have a unit with multiple prefixes, you'll need to add new Texture Declarations for each one. Luckily we don't have to worry about that here. Now type '''"main"''' under "Slot" and '''"_Diff"''' under "Trigger On Substring". This now matches "Diffuse = ReaperA_Diff.dds" from the Model Data in the Cutscene Editor.
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#Select index "1" under "Adaptions", and again type '''"main"''' under "Slot". In the "Trigger On Substring" field, type in '''"_Norms"'''.
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#Select index "2" under "Adaptions", and again type '''"main"''' under "Slot". In the "Trigger On Substring" field, type in '''"_Emmisive"''' (apparently someone misspelled the file name on Blizzard's end).
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[[File:Reaper TextureDeclarations.png|600px|center]]
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=== Step 3: Textures ===
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Go the the "[[Textures]]" tab and add a new Texture by right-clicking and selecitng "Add Texture..." or pressing Ctrl + =. Change the Name: to "ReaperA_Diffuse". Click Suggest, and leave the Parent: as "CTexture". Find the "(Basic) Slot" field and change that to '''"main.diff"'''. Find the "(Basic) File" field and set the filepath to '''"Assets\Textures\xelnagarelic_diffuse.dds"''' (or whatever you'd like the Diffuse texture to be).
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Add another texture. Change the Name: to "ReaperA_Normal", click Suggest, and leave the Parent: as "CTexture". Find the "(Basic) Slot" field and change that to '''"main.norms"'''. Find the "(Basic) File" field and set the filepath to '''"Assets\Textures\castanar_cliff0_normal.dds"''' (or whatever you'd like the Normal texture to be).
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Add one more texture. Change the Name: to "ReaperA_Emissive", click Suggest, and leave the Parent: as "CTexture". Find the "(Basic) Slot" field and change that to '''"main.emmisive"'''. Find the "(Basic) File" field and set the filepath to '''"Assets\Textures\aiurprotossbuildings_emissive.dds"''' (or whatever you'd like the Emissive texture to be).
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=== Step 4: Actors ===
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Go to the "Actors" tab and search for the "Reaper". Once selected, find the "Events - Events+" field on the right and double-click it to open an Object Values window.
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#Right-click in the box on the left and select "Add Event". Change the Msg Type: of the Event to '''"ActorCreation"'''. Now change the next Msg Type: to "Texture Select By Id" and the Texture Catalog Entry Id to '''"ReaperA_Diffuse"'''.
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#Right-click in the box on the left and select "Add Event". Change the Msg Type: of the Event to '''"ActorCreation"'''. Now change the next Msg Type: to "Texture Select By Id" and the Texture Catalog Entry Id to '''"ReaperA_Normal"'''.
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#Right-click in the box on the left and select "Add Event". Change the Msg Type: of the Event to '''"ActorCreation"'''. Now change the next Msg Type: to "Texture Select By Id" and the Texture Catalog Entry Id to '''"ReaperA_Emissive"'''.
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[[File:Reaper Events.png|600px|center]]
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Now when a Reaper is created, it will have all the textures we set by default. The below picture shows the outcome, though the example textures used don't quite do it justice. Experiment with different emissive and diffuse textures to really come up with something amazing looking. Also note that you can use "TextureSelectById" as a result of other events as well, like a Behavior, during an Ability, and so on if you want to give your units an added change.
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[[File:Reaper TextureSwap.png|center]]
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= Trigger Method =
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The trigger method to swapping textures is almost identical to the above Data Editor method. This can be used as an alternative, however, if you want to swap a unit's texture as the result of or during a trigger.
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First start by completing steps 1, 2, and 3 of the Data Editor method. Next open the [Trigger]] Editor (F6) and create a new trigger with all the [[Events]] and [[Conditions]] you need in order to trigger the change in unit texture.
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Now create a new [[Action]] (Ctrl + R). Under "Label" click on "Actor". Now find and double-click on the '''"Send Actor Message"''' action.
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*Set the Message: to Msg Type: '''"Texture Select By Id"''' and the "Texture Catalog Entry Id" to whichever changed texture you want to add (i.e. ReaperA_Diffuse if you followed the above examples).
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*Set the Actor: to whichever actor you are looking to modify. The easiest method is most likely selecting the Function '''"Actor From Unit"''' and then selecting the unit based on it's placement on the map or any variable you may have used to create it.
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You've now created a trigger that will change the unit's texture.
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[[Category:StarCraft II]]
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[[Category:Tutorials]]
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[[Category:Reference]]
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[[Category:Data Editor]]
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[[Category:Triggers]]
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[[Category:Art]]

Revision as of 22:16, 25 October 2015

There are a few ways in which you can change the textures used on a unit.

The first method simply replaces the existing default texture with another one.
The second method uses the Data Editor to change the texture of the Actor.
The third method uses the Trigger Editor to change the catalog entry of a unit.

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Data Editor Method

Step 1: Cutscene Editor

Open the Cutscene Editor (Shift + F7). First, make sure the "Files" pane is visible by going to View > Show Panes > Files or by pressing "F". Now click on the "Files" tab. In the textbox underneath the tabs, you can search for whichever model you want to specifically change. In this case, let's change the Reaper. Search for "Reaper" and double-click on Reaper.m3 in the Assets > Units > Terran > Reaper folder. Make sure the "Scene Object List" is open as well by going to View > Show Panes > Scene Object List or pressing Shift + Y.

Under "Loose Files > Previewer" you should see "Reaper". Select it. Now let's open the "Model Data" window by going to Object > Model Data or pressing Shift + D. This window will show us everything we need to change the unit's textures.

Click on the + sign next to the "Materials" folder. This should now show us the "[0: orig_New Reaper], Type = Standard" folder. In this folder, we can see all the default textures being used for the Reaper as well as other information. Note that the other folders will show us the textures related to the jetpack, but for now let's focus on the main part of the unit. Make note of the values next to "Diffuse", "Normal", and "Emissive" as they will be important later.

Reaper CutsceneEditor.png

Step 2: Models

Now open the Data Editor (F7). Go to the "Models" tab and search for the "Reaper". Once selected, make sure "Table View" is enabled for the sake of finding things quickly. Now find the "(Basic) Texture: Texture Declarations+" field on the right, and double-click the empty space next to it to open an Object Values window.

In the box under "Texture Declarations", right-click and select "Add Value" or click the green + on the right. With this new Texture Declaration selected, the "Adaptions" box is now active.

Right-click the box under "Adaptions" and select "Add Value" or click the green + on the right. Select "Add Value" or click the box 2 more times so we have indexes 0, 1, and 2.

  1. Select index "0" under "Adaptions" and under "Prefix" type "ReaperA_". This Prefix will be applied to all the Adaption indexes, and because all of our unit's textures start with "ReaperA_" we will only need to input this once. Supposing you have a unit with multiple prefixes, you'll need to add new Texture Declarations for each one. Luckily we don't have to worry about that here. Now type "main" under "Slot" and "_Diff" under "Trigger On Substring". This now matches "Diffuse = ReaperA_Diff.dds" from the Model Data in the Cutscene Editor.
  2. Select index "1" under "Adaptions", and again type "main" under "Slot". In the "Trigger On Substring" field, type in "_Norms".
  3. Select index "2" under "Adaptions", and again type "main" under "Slot". In the "Trigger On Substring" field, type in "_Emmisive" (apparently someone misspelled the file name on Blizzard's end).
Reaper TextureDeclarations.png

Step 3: Textures

Go the the "Textures" tab and add a new Texture by right-clicking and selecitng "Add Texture..." or pressing Ctrl + =. Change the Name: to "ReaperA_Diffuse". Click Suggest, and leave the Parent: as "CTexture". Find the "(Basic) Slot" field and change that to "main.diff". Find the "(Basic) File" field and set the filepath to "Assets\Textures\xelnagarelic_diffuse.dds" (or whatever you'd like the Diffuse texture to be).

Add another texture. Change the Name: to "ReaperA_Normal", click Suggest, and leave the Parent: as "CTexture". Find the "(Basic) Slot" field and change that to "main.norms". Find the "(Basic) File" field and set the filepath to "Assets\Textures\castanar_cliff0_normal.dds" (or whatever you'd like the Normal texture to be).

Add one more texture. Change the Name: to "ReaperA_Emissive", click Suggest, and leave the Parent: as "CTexture". Find the "(Basic) Slot" field and change that to "main.emmisive". Find the "(Basic) File" field and set the filepath to "Assets\Textures\aiurprotossbuildings_emissive.dds" (or whatever you'd like the Emissive texture to be).

Step 4: Actors

Go to the "Actors" tab and search for the "Reaper". Once selected, find the "Events - Events+" field on the right and double-click it to open an Object Values window.

  1. Right-click in the box on the left and select "Add Event". Change the Msg Type: of the Event to "ActorCreation". Now change the next Msg Type: to "Texture Select By Id" and the Texture Catalog Entry Id to "ReaperA_Diffuse".
  2. Right-click in the box on the left and select "Add Event". Change the Msg Type: of the Event to "ActorCreation". Now change the next Msg Type: to "Texture Select By Id" and the Texture Catalog Entry Id to "ReaperA_Normal".
  3. Right-click in the box on the left and select "Add Event". Change the Msg Type: of the Event to "ActorCreation". Now change the next Msg Type: to "Texture Select By Id" and the Texture Catalog Entry Id to "ReaperA_Emissive".
Reaper Events.png

Now when a Reaper is created, it will have all the textures we set by default. The below picture shows the outcome, though the example textures used don't quite do it justice. Experiment with different emissive and diffuse textures to really come up with something amazing looking. Also note that you can use "TextureSelectById" as a result of other events as well, like a Behavior, during an Ability, and so on if you want to give your units an added change.

Reaper TextureSwap.png

Trigger Method

The trigger method to swapping textures is almost identical to the above Data Editor method. This can be used as an alternative, however, if you want to swap a unit's texture as the result of or during a trigger.

First start by completing steps 1, 2, and 3 of the Data Editor method. Next open the [Trigger]] Editor (F6) and create a new trigger with all the Events and Conditions you need in order to trigger the change in unit texture.

Now create a new Action (Ctrl + R). Under "Label" click on "Actor". Now find and double-click on the "Send Actor Message" action.

  • Set the Message: to Msg Type: "Texture Select By Id" and the "Texture Catalog Entry Id" to whichever changed texture you want to add (i.e. ReaperA_Diffuse if you followed the above examples).
  • Set the Actor: to whichever actor you are looking to modify. The easiest method is most likely selecting the Function "Actor From Unit" and then selecting the unit based on it's placement on the map or any variable you may have used to create it.

You've now created a trigger that will change the unit's texture.