Implementing Custom .dds Files for Cliff Textures

Phasmatus

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Hey all,

I am fairly new on the SC2 modding/mapping scene, and I've learned a lot so far from various online resources. However, one particular subject I've had no luck finding much info on is cliffs. I've noticed that they are a bit different in nature compared to other terrain features in regards to how the editor handles them. Anyway, here is what I need some help with:

I am attempting to make a custom cliff type based upon an existing cliff, but with a few aesthetic changes, particularly in the 'diffuse' .dds file. I've exported and modified the .dds file to my liking, and have imported it into the editor. However, I can't seem to find how to actually make use of it in the editor. I've duplicated the Cliff type that I based mine off of, thinking that I could just change some of the texture file paths like you can with regular terrain textures. But there seems to be no fields or other input to change the different .dds files associated with a cliff. So, how do I implement custom .dds files into a new cliff type?

Thanks for the help!
 

Kyuft

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Do you wish to change the texture only? Or would you like to change the shape of the cliffs (model) also?

-Kyuft:cool:
 

Kyuft

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Wow, you are right, there is no such thing mentioned on the internet, and its not even mentioned in the data editor. I will continuously search for it in the data table. What are the names of the textures that you exported?

-Kyuft:cool:
 

Phasmatus

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Thanks for the assistance Kyuft! The texture I exported for modification is lab_cliff1_diffuse.dds.
 

Phasmatus

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Also, I've noticed that in the Data Editor under the Terrain Cliffs tab, I can access the different cliff types, and the first value listed when a cliff type is selected is "CliffMaterial". That value points to a .m3 (model) file, and when viewed in Detail View mode, it shows a cube with the different textures applied. Is it possible that the model file itself contains all the data for which textures to use for the model?
 

Kyuft

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Maybe, I'll take a look at that, but where did you find the lab_cliff1_diffuse.dds?

EDIT: I am 99% sure that it defines the shape of the cliffs, because there is no color in the "texture" other than black, making me think that it is not a texture, but rather matter in the model.

-Kyuft:cool:
 

Phasmatus

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I found the texture file in Swarm.SC2mod\Base.SC2Assets. It looks black in the vewier, however if loaded in Photoshop/GIMP, it shows up as a full texture.
 

Dave312

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There are two data type related to Cliffs, Terrain Cliffs and Terrain Cliff Meshes. The Terrain Cliff Meshes data type defines the shape (model) of the Cliff. The Terrain Cliffs data type defines the texture laid over the cliff (this is indeed the Cliff Material property). In order the re-texture a cliff, you need to reskin this model with your new texture. While this can be done using the data editor for units and doodads, unfortunately there is no support for Cliffs. You will need to export the model and use a modelling program.
 

Siretu

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I think Dave is probably correct. If it was possible, I think the correct way to do it would be to use Texture Select By ID(http://www.sc2mapster.com/forums/re...ta-actor-events-message-texture-select-by-id/)

However, since I don't think you can mess with a cliff's actor, I'm not sure of how to do it.

Edit: I had an idea and I followed through with it, unfortunately I got stuck.

So I was thinking, cliffs must have doodads as well, right? So I took a look at the actor cheats(http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/actor/) and started messing around in an empty map with a single cliff.

Two interesting actors I found were "Terrain Mgr" and "SYSTEM_Scene". I wasn't able to select them with actor cheats for some reason, but when I was writing this reply, I thought of searching for them in the data editor. Turns out they exist in the data editor. If you want something to try, try using texture select by id on one of those actors. It probably wont work, but who knows.
 
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