• 0

    posted a message on (Solved) Texture swap by id since patch

    Blah, I'm still getting the "could not find texture with id..." error, and it isn't working in-game. Let me post some pictures of what I did because I just can't figure it out; and to be honest, I really don't understand the procedure. It just doesn't make sense to me. Here, please take a look if you get a chance:

    Can anybody see what I may have done wrong?

    Posted in: Data
  • 0

    posted a message on (Solved) Texture swap by id since patch

    @LaxSalmon: Go

    Thanks! Hopefully I can figure the rest out based on the tutorial.

    Posted in: Data
  • 0

    posted a message on (Solved) Texture swap by id since patch

    I've just been getting back into the sc2 editor recently.

    I've been importing WoW character models into the editor, but i noticed that after adding two different wow models and textures, the textures no longer work. If I only load one model the texture works fine. Note: when i used WoWmodelviewer, I exported the textures with individual texture ids, via the export options, but it still did not work :(

    I found the the tutorial for the texture swap by id, and diffusing textures, and all that junk, but it seems like it doesnt apply to the newest sc2 patch. Blizz replaced the preview model with a cutscene editor, and i dont know where to find the model materials.

    If somebody could share an up to date tutorial, that would be great. Ive really been struggling to understand and apply the mechanics of the textureswap method.

    Thanks, and happy mapping!

    Posted in: Data
  • 0

    posted a message on (Solved) Marine Shield Death Animation

    @Kueken531: Go

    Yeah i see the event. I tried editing it, deleting it, changing the animation and everything. But he dies with the shield every time. What exactly should I change the event to?

    EDIT: ohhh nevermindd, i fixed it. You were right! That event was the problem. The unit was still set to the old marine. And I also had the term for the event wrong, with the wrong animation name field. Thanks a lot!

    Posted in: Data
  • 0

    posted a message on (Solved) Marine Shield Death Animation

    @DrSuperEvil: Go

    yea. Its exactly the same as the other marine and it doesnt say anything about using the cover animation

    Posted in: Data
  • 0

    posted a message on (Solved) Marine Shield Death Animation

    Idk I got rid of all of the events related to Cover. Non of his other animations use it but when he dies he has it. But its weird because I have another marine that I copied him from that doesnt have this issue and I didnt change any of the actors or anything

    Posted in: Data
  • 0

    posted a message on (Solved) Marine Shield Death Animation

    I feel so dumb because I can't figure this out. I made a copy of a marine unit and change his stats slightly. Everything with the unit works fine, but for some reason, whenever he dies he has the marine shield on his arm for all of his death animations. He doesnt even have the ability and it isnt tech'd. I cant find it anywhere in the actor and events tabs. I also went into the Combat -> Death tab and all of the models are the regular Marine model and none of the animations include Variation or Cover. I must be missing something small. Any ideas?

    Posted in: Data
  • 0

    posted a message on Glitch with Camera Lock Cam Mouse Relative / Rotation? (A lot of text here)

    Thank youu I appreciate the response. That makes sense. Its too bad that theres a delay like that but i figured it wouldnt be perfect.

    Posted in: Triggers
  • 0

    posted a message on Glitch with Camera Lock Cam Mouse Relative / Rotation? (A lot of text here)

    These two actions together are fantastic, but I've noticed something odd when using them.

    It seems that when they are used, it removes your mouse icon. This is good, and I'm glad it does this. However, I've noticed that if I test my map and apply them camera, then go to menu and restart the map, the camera still works, but my mouse appears in the center and moves around a bit as I move the cameras. Is there another trigger im missing to ensure the mouse is hidden?

    Related to the map above, but different: I made a WSAD movement system for this same map. It basically functions that if a player presses W then it adds that player to a player group. Then I have a second trigger that occurs every .02 seconds and picks all the players in that group and selects the unit that is supposed to move and moves him forward a small amount, simulating motion. When I test the map locally, it runs great. However when my friend and I play it online, there is a delay before the movement starts and ends. Similarly, when you turn left and right, there is a delay. It doesnt seem to be lag, but it seems like when playing online, the reoccuring event is increased from .02 to something much higher. Any ideas? (Is this related to the Wait action minimum being 0.065? But if it is, why does it run perfectly during tests?)

    Posted in: Triggers
  • 0

    posted a message on (Solved) Always show Life Display

    @peranzormal: Go

    Excellent. Thank you so much!

    Posted in: Data
  • 0

    posted a message on (Solved) Always show Life Display

    @nickthegreat2468: Go

    ahhh damnit. Okay, thanks for the info! Much appreciated

    Posted in: Data
  • 0

    posted a message on (Solved) Always show Life Display

    Is there a way to show the regular life bars that appear over units' heads when you mouse over them, but have them display all the time for enemies? So you can always see your enemies' health essentially, but not your own units.

    Posted in: Data
  • 0

    posted a message on "Move Instantly" and Clipping with cliffs/destructibles

    @Sephiex: Go

    I dont think you can check if a point is in pathable terrain? Atleast I havent seen any conditions for something like that. Im having this same issue with trigger moved units passing unpathable grounds. I could use some help with this as well.

    Posted in: Triggers
  • 0

    posted a message on Preserver blue highlight texture request

    Hey guys I was wondering if somebody could modify the blue highlight effect around the preserver model. It always glows blue no matter what team, and for the most part, regardless of tint. Ideally, it would be great if somebody could make the highlight change with team color, so it could be A bright blue, lime green, a deep red ect. Otherwise, it would be nice if somebody could provide me with a few retextures that just have different colors for the Highlights but the rest of the model is unchanged.

    Thanks a lot for reading!

    P.s: There are actually 3 variations of the preserver (a b and c). I really need retextures for all 3 but if its too much work then just the third variation, with the two shoulder pads, would be great.

    Posted in: Art Assets
  • 0

    posted a message on (Solved!)Behavior causing sfx with Attachment Point

    @Kueken531: Go

    Its gotta be coming from the actor because it uses the same model as the one attached to his hand. If I change the actor model, they both change. Could it have something to do with the events? My only events are Behavior-X-On -> Create and then ActorCreate -> Play Animation -> Stand - Forever

    Doh! Im an idiot. The floating sfx was from a trigger where i tried doing the attachment but I forgot I made it. Everythings working great! Thanks so much for the help guys!

    Posted in: Data
  • To post a comment, please or register a new account.