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Making a custom ground decal

    #21 Jan 26, 2013 at 13:22 UTC - 0 likes

    @rtschutter: Go

    As stated earlier Splat type actors refuse to use several event functionalities, just use a Model type actor.

    As for appearing on creep just look at my data assets for the Infect Creep map.

    #22 Jan 26, 2013 at 14:54 UTC - 0 likes

    I see my old post seems to have a life on its own!

    I managed to make a decal in the way I was talking about. It wont project onto the ground - so if the terrain is curved... well the decal stays flat. If you want curved decals i guess the easiest way is to replace the existing decals with higher resolution images and then scale them up. perhaps the m3 exporter is now advanced enough to manage projections... i dont know.

    #23 Jan 26, 2013 at 19:26 UTC - 0 likes

    @DrSuperEvil: Go

    I am using create actor at point triggers to create the decals, and I can't get the actor/model from your map to show up using it (even in your map). I assume it has something to do with the actor events, but I don't fully understand what I am looking at.

    Last edited Jan 26, 2013 by rtschutter
    #24 Jan 26, 2013 at 19:57 UTC - 0 likes

    @Monkalizer: Go

    Now only to get them to show when raised in the air! :(

    #25 Jan 26, 2013 at 20:40 UTC - 0 likes

    @EchoedRequiem: Go

    I'm not sure if I understand what you are trying to say :)

    #26 Jan 26, 2013 at 21:23 UTC - 0 likes

    So after messing with it for awhile...it seems the only real difference between the actor showing up on top of creep versus underneath it, is the model itself. (Not the data model...the model model m3). The cursor models seem to show up on top of creep, but none of the others do. Is there some way to make another model show up on top of creep through data?

    #27 Jan 27, 2013 at 06:01 UTC - 0 likes

    So why is it not suitable?

    #29 Jan 27, 2013 at 09:51 UTC - 0 likes

    The cursor model has a built in pretty extreme transparency. And I still can't adjust that transparency with actor messages. In fact, no matter what model I try using that works as a ground decal, you can't adjust the transparency.

    #30 Jan 27, 2013 at 14:36 UTC - 0 likes

    @rtschutter: Go

    If you tell me the exact name of the model which covers creep and the exact name of the model which does not cover the creep I might be able to add a check box to the m3addon to set that setting for a projection.

    Decal models are absolutly tiny, so I don't see why you don't want to make one.

    #31 Jan 27, 2013 at 15:07 UTC - 0 likes

    Decal_00.m3 is what I am using that doesn't cover creep.

    MarSaraCrack_05.m3 is the model I am using that does cover creep.

    ZergAOECursor.m3 is what DrSuperEvil is using. The problem with that is it has a natural transparency to it, and it also displays images kind of weird for me. Same with NukeCursor1.m3.

    Though to be honest, while I really appreciate the effort I am not sure that will solve my problem. I don't really have time to learn how to use blender and setup your add-on. I am working under the gun here a little bit. And no matter which model I use, I still can't modify opacity through actor events or actor messages. Which is my primary concern now as I have settled on using MarSaraCrack_05.m3 for my model (with a new normal map so it doesn't look weird).

    I am using this to add team logos to the bases in the GameHeart overlay. Players can pick their team from the lobby and have their team logo appear in their base (only observers can see it).

    Here is a screenshot:

    #32 Jan 27, 2013 at 15:35 UTC - 0 likes

    @rtschutter: Go Modifing the opacitly should be possible one way or another since for example group damage effects fade out over time as far as I remember.

    Creating a decal doesn't need much Blender knowledge. I don't know how limited your time really is, but the particle video tutorials are only a few minutes long:

    http://www.sc2mapster.com/forums/resources/tutorials/42922-blender-how-to-make-particle-systems/

    btw. I am currently in the IRC channel.

    #33 Jan 27, 2013 at 16:04 UTC - 0 likes

    God I don't even really know how to use IRC.

    It's simple enough for me to modify the transparency of the image files themselves before importing them into the game, but I really want a way to do it using Data or triggers. But when using any of the decal models using actor messages or events for setting opacity does nothing. Setting the alpha using a tint message also does nothing. I tried it with every decal-type model I could find.

    #34 Jan 27, 2013 at 16:09 UTC - 0 likes

    @rtschutter: Go

    Have you tried moving the decal already? Decals usually fade away when you move them to far down or up.

    #35 Jan 27, 2013 at 16:24 UTC - 0 likes

    Why are you so smart and handsome?

    #36 Jan 31, 2013 at 18:25 UTC - 0 likes

    Alright so I noticed a problem yesterday that I spent the entire day trying to figure out. Every now and then the actor will just be invisible when I am using the "MarSaraCrack_05.m3" model. Maybe 1 out of 10 times?

    This does not occur with the Decal_00.m3 model.

    I tore my code apart trying to figure out what the problem was only for it to turn out to be the model. I am not sure why I didn't notice this sooner...perhaps I got lucky (unlucky) the first couple of days and it just never occurred. You can actually see the problem for yourself by just creating a new map and one at a time placing "Cracks" doodads. One will probably be invisible within the first 10 that you put down.

    Anyways here is what I am offering. If somebody can make a modified Decal_00.m3 model to show up 'on top' of creep like the cursor models or the MarSaraCrack_05.m3 model without it randomly disappearing every so often I will paypal you $30. Eliminating the random disappearing from MarSaraCrack_05 would also be acceptable.

    In fact I am going to go ahead and make a new thread for this because I really need it done ASAP.

    Last edited Jan 31, 2013 by rtschutter

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