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Stuck on getting my textures to show...

07-25-2003, 10:52 PM#1
-JL-
Hello all,

I've been trying to get a custom made texture to work on an custom made model. I can get the model to load just fine, and depending on witch team it's in it will show that color (an example completely red).

I've been trying to get my texture to work on the model with the help of Cookie's Material/Teamcolor faq, with no luck unfortunately.

Is it possible for somebody to edit underneath code so that I can get my texture to work, if the texture is located under "Units\Other\Giant\giant.blp". emote_confused

CODE (straight from Max Crane aka Republicola's exporter):

Textures 1 {
Bitmap {
Image "",
ReplaceableId 1,
}
}
Materials 1 {
Material {
Layer {
FilterMode Transparent,
static TextureID 0,
}
}
}

The texture has an alpha layer and teamcolors will be present.

If anybody can help me with this I would appreciate it a lot, thanks in advance.

If you have any questions, please ask them. :gsmile:
07-26-2003, 07:05 AM#2
theJ89
ok, there is your problem, right here:

Quote:
ReplaceableId 1,

Nicoli_s's tutorial says to remove this line to prevent it from being completely team color.

You can find a link to this in:

Downloads -> Tutorials -> Artistry
07-26-2003, 05:46 PM#3
-JL-
Thank you for pointing me to that tutorial, I must have missed that one...

However I followed all the instructions given by Nicoli_s's, and now the model fails to load every time I try to use it in the editor :(

Any idea why this happens... emote_confused
07-26-2003, 06:56 PM#4
BL-Winter
you have to define the textures you want to use

Textures 1 {
Bitmap {
Image "Units\Other\Giant\giant.blp",}
}
Materials 1 {
Material {
Layer {
FilterMode Transparent,
static TextureID 0,
}
}
}
07-26-2003, 07:25 PM#5
-JL-
Thank you but I did. :) (and yes all the spelling was correct ;))

I've tried placing the blp file both inside and outside (using the correct dir structure) of the MPQ file (I'm using the war3x.mpq, to store my stuff in).
07-28-2003, 02:36 PM#6
Oinkerwinkle
I'm having the very same problem... Did you follow the guide at the top of this forums or Nicoli_s's guide? Anyway, here's my header. Maybe we can compare/contrast and find out what's wrong?

Code:
Textures 1 {
	Bitmap {
		Image "Textures\Wraith.blp",
	}
	Bitmap {
		Image "",
		ReplaceableId 1,
	}
}
Materials 1 {
	Material {
		Layer {
			FilterMode Blend,
			TwoSided,
			static TextureID 0,
		}
		Layer {
			FilterMode None,
			TwoSided,
			static TextureID 1,
		}
	}
}

This is almost identical to the example in Cookie's guide, but it doesn't work; it produces solid team color.
08-08-2003, 09:05 PM#7
Oinkerwinkle
I got my team color to work using this:

Code:
Textures 1 {
	Bitmap {
		Image "Units\Other\Giant\giant.blp",
	}
	Bitmap {
		Image "",
		ReplaceableId 1,
	}
}
Materials 1 {
	Material {
		Layer {
			FilterMode None,			
			static TextureID 1,
		}
		Layer {
			FilterMode Blend,
			static TextureID 0,
		}
	}
}
08-09-2003, 02:28 PM#8
Guest
be certain to have a skin that has alpha channels and TC
08-11-2003, 01:42 AM#9
Cyber_Bruno
Can somebody help me out as well? The Materials/TC tutorial was a bit over my head. I'm trying to add a teamcolor region to a demon hunter's mask/blindfold. I have screen captures of the textures and materials sections. I cropped out parts with textures that aren't needed though, so if you want to see them ask me.






Thanks.