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Models consist of two parts: the model itself (defines the shape) and skin (a texture /an image applied to the model).
AFAIK there is no way to have 1 model use 3 skins where you can easily change which skin is supposed to be used without any downside.
There are two methods to make 1 model use more skins:
a) Make one model use all three skins through its animations - example is Demon Hunter in and not in his Metamorphosis state. While this is certainly an option, you would have to duplicate all animations, etc. for each skin option and you would always end up with not using 2/3 of the model (the 2/3 are the other two skins currently unused).
b) Make a new model for each skin. This is the case of human Priest units. Each skin has its own model and while those models are identical, the skin used is not. This way you end up with many models, but you always use one fully.
Models consist of two parts: the model itself (defines the shape) and skin (a texture /an image applied to the model).
AFAIK there is no way to have 1 model use 3 skins where you can easily change which skin is supposed to be used without any downside.
There are two methods to make 1 model use more skins:
a) Make one model use all three skins through its animations - example is Demon Hunter in and not in his Metamorphosis state. While this is certainly an option, you would have to duplicate all animations, etc. for each skin option and you would always end up with not using 2/3 of the model (the 2/3 are the other two skins currently unused).
b) Make a new model for each skin. This is the case of human Priest units. Each skin has its own model and while those models are identical, the skin used is not. This way you end up with many models, but you always use one fully.
Actually there is a way to make one model use as many skins as you wish.
Look at the Mountain Giant. His club skin depend on which tree you pick up.
Convert the model to .mdl, and change its texture to nothing, and set it to ReplaceableID 31. Convert back to .mdx, import the model. Give the unit "War Club" ability, and force the unit to eat a tree. You will se the skin change.
You can create multiply trees with different textures.
There might be at tutorial here, or on wc3c.net that descripe step by step how to do.
MeKC is right, and it's pretty easy to do once you get the hang of it. Here's a mini step-by-step gif about how to set a model up just using Magos' Model Editor:
After creating a Replaceable ID 31 texture, replace anything that uses the main texture of the model (in this case Units/Creeps/Watcher/Watcher.blp) to use the Replaceable ID 31 texture.
Then check out the attached map to see how to use the model with multiple skins. The unit needs to War Club different destructibles for each skin using Replaceable ID 31. The portrait won't change at the moment, but I might try making a full tutorial if there isn't one already.
To get working portraits for multiple skins, you have to import portraits for each skin and create different units to go with them. It's a pain, but using the same overall model for several skins in a map can reduce a map's file size by a huge amount. That's entirely worth it if you'll be using more than two skin variations for the same model in multiplayer maps.
MeKC is right, and it's pretty easy to do once you get the hang of it. Here's a mini step-by-step gif about how to set a model up just using Magos' Model Editor:
After creating a Replaceable ID 31 texture, replace anything that uses the main texture of the model (in this case Units/Creeps/Watcher/Watcher.blp) to use the Replaceable ID 31 texture.
Then check out the attached map to see how to use the model with multiple skins. The unit needs to War Club different destructibles for each skin using Replaceable ID 31. The portrait won't change at the moment, but I might try making a full tutorial if there isn't one already.
To get working portraits for multiple skins, you have to import portraits for each skin and create different units to go with them. It's a pain, but using the same overall model for several skins in a map can reduce a map's file size by a huge amount. That's entirely worth it if you'll be using more than two skin variations for the same model in multiplayer maps.
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