I have a simple request (at least, i think it is!). I was wondering if any modelers here could create for me a Model that's exactly like the Lurker Attack Spine (which is 7 or so different spikes in a line, with many attack animation variants. Each of those variants raises a different spine), except cutting out all but the first spike.
Basically I'd like that first lurker spike and it's Animation. Is this pretty simple to do/could someone do it? (it's a pretty handy model, just has so much baggage with the other spines)
Lemme look into it later, but I'm 98% sure that you can specifically control the spines on the lurker attack spine and tell which ones to animate and whatnot. So you don't need a whole new model or anything. I'll PM you later if no one (like DrSuperEvil or Kueken531 or anyone else) beats me to it.
right, well each attack animation uses a different spine (thus how you control which spine goes up and down). The problem is my buddy rigged up all our effects and actors thinking that the model was a single spine (we're talking an ability that's using 12 effects, 3 behaviors, and 3 actors), so I thought it would be easier to just swap the model for a single spine with it's animation (my basic knowledge in Maya made me think it'd be easy. I may totally be wrong) than re-do it all using all the spines. (and that may not be possible, anyways, as our ability is bringing up multiple spines at the same time)
Ah, completely forgot about this till now. I double checked and indeed it is just a different attack animation. I was thinking it would be a bit more complex but if you are only using 1 spine, then it does not need to be.
All you would have to do is specify which spine is used.
Like,
Effect.X.Start
AnimPlay Attack, Varation 00
And for example if you have
Effect.X.Start
AnimPlay Attack
it simply cycles through all variations randomly(or maybe sequentially, not like it matters)
If your buddy rigged it all up thinking it was just 1 spine, that leads me to think that he would just have to add the 'Variation 00' or whichever variation you would need. There's only 3 actors for it so... shouldn't be too complicated or difficult to figure out which one to adjust.
Yea it's currently using only variation 00 to get what we need. However, we're having a line of spikes all come up subsequentially (like 1 comes up, while it's halfway up, the other comes up, etc. down the line of 7 or so). The model's height is also adjusted to make all the spikes bigger (i.e. more out of the ground). It thus causes wacky behavior around cliffs (since each spike that appears in our ability is really the start of a line of spikes, the rest of those lines appear when using the ability aroudn a cliff)
I must be real bad at this game, cause I can't seem to find it. I do have the campaign dependency in (not the Campaign Story one though).
So to see if it was there, I made a new doc with all four dependencies, and still can't find this Model. Could you maybe post a screenshot of where you see it?
There is no pre existing model data type of it. You must create a new model under that data type and select it under the Model field. You will also find several other unused models if you look eg guardian missile.
Hello!
I have a simple request (at least, i think it is!). I was wondering if any modelers here could create for me a Model that's exactly like the Lurker Attack Spine (which is 7 or so different spikes in a line, with many attack animation variants. Each of those variants raises a different spine), except cutting out all but the first spike.
Basically I'd like that first lurker spike and it's Animation. Is this pretty simple to do/could someone do it? (it's a pretty handy model, just has so much baggage with the other spines)
Thanks
Lemme look into it later, but I'm 98% sure that you can specifically control the spines on the lurker attack spine and tell which ones to animate and whatnot. So you don't need a whole new model or anything. I'll PM you later if no one (like DrSuperEvil or Kueken531 or anyone else) beats me to it.
Just need to use the proper actor events. :)
right, well each attack animation uses a different spine (thus how you control which spine goes up and down). The problem is my buddy rigged up all our effects and actors thinking that the model was a single spine (we're talking an ability that's using 12 effects, 3 behaviors, and 3 actors), so I thought it would be easier to just swap the model for a single spine with it's animation (my basic knowledge in Maya made me think it'd be easy. I may totally be wrong) than re-do it all using all the spines. (and that may not be possible, anyways, as our ability is bringing up multiple spines at the same time)
thanks
Ah, completely forgot about this till now. I double checked and indeed it is just a different attack animation. I was thinking it would be a bit more complex but if you are only using 1 spine, then it does not need to be.
All you would have to do is specify which spine is used.
Like,
And for example if you have
it simply cycles through all variations randomly(or maybe sequentially, not like it matters)
If your buddy rigged it all up thinking it was just 1 spine, that leads me to think that he would just have to add the 'Variation 00' or whichever variation you would need. There's only 3 actors for it so... shouldn't be too complicated or difficult to figure out which one to adjust.
Hope that helps?
Why not just use the sunken colony missile impact?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Hmmmm, I can't seem to find such a model? I searched for "sunken" in both models and actors and am not finding anything
@BorgDragon: Go
Yea it's currently using only variation 00 to get what we need. However, we're having a line of spikes all come up subsequentially (like 1 comes up, while it's halfway up, the other comes up, etc. down the line of 7 or so). The model's height is also adjusted to make all the spikes bigger (i.e. more out of the ground). It thus causes wacky behavior around cliffs (since each spike that appears in our ability is really the start of a line of spikes, the rest of those lines appear when using the ability aroudn a cliff)
You need the campaign dependencies on. It is called SunkenColonyMissile.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I must be real bad at this game, cause I can't seem to find it. I do have the campaign dependency in (not the Campaign Story one though).
So to see if it was there, I made a new doc with all four dependencies, and still can't find this Model. Could you maybe post a screenshot of where you see it?
There is no pre existing model data type of it. You must create a new model under that data type and select it under the Model field. You will also find several other unused models if you look eg guardian missile.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg