Sorry my snit with Sixen has caused me to act smart on his forums.. Make the title something like "Information on unit selection mechanics" or something like that.
Anyways I was busy trying to figure out why I couldn't drag select this 6+MB of WC3 models, textures, icons and sounds I was working on for a map project when I checked my inbox.
I just love it when your busting your hump over an issue that no one can solve and the answer just magically appears in your email when you finally bother to check it :P Don't get mad at me. Near as I can figure it was pure dumb luck that I got this contact.
But rather than horde this stuff like Sixen does I thought you guys would like to know the real reason you are having selection issues with your custom or ported models.
And does anybody know what he means by "matrix" here? I'm kinda thinking its the same thing but you 3dmax guys ought to know more I'm just a nub CS student.
Now guys please do me a favor. My contact asked that his name not be revealed. Its not a conspiracy or anything... he's done more than enough asking around on my/our behalf for his bosses to know about it he just asked me not to share his name and I am going to respect that. So PLEASE don't engage into speculation as to who this guy is. Its about the only real line of communication anyone I work with has into Blizzard and it just generated a huge goldmine of much needed information. So lets keep it informal please? Thanks...
Anyways just thought I'd share that information around a little bit. Hope it helps!
And Curse can up itself with a........................................................................... post formattting options.
Thats great we have a way of fixing it, thanks. But I really wonder why it worked before and the arcade beta broke it. Because custom models caused crashes? Is that a reason to break all the others? Well I don't know.
I'm going to read through the instructions and check if I can alter my models properly with blender, but I doubt we will see all the custom model lying around fixed. Just imagine waiting for the authors to fix all of them, release the new versions, then have to download everything again and import them to the editor. Sounds like too much work.
I'd figure the issues with the transform matrix means the Model has some errors with its position/rotation and it hasn't been zeroed out (freeze transforms).
A basic model starts off in XYZ (X=Width Y=Height Z=Depth). Picture a Cube with X written on the sides, Y on top/bottom, and Z on the front/back. The model can move along each of the directions the letters face, moving it by X moves it side to side, moving Y makes it go up and down. Through the process of modelling, you can change the XYZ orientation so that you can move the object around on different planes. Think of taking that cube and rotating it so each of the letters point in random directions.
When you finish modelling, you would have to freeze its transform to bring it back to a neutral XYZ state. I don't know if this is the issue that's causing the problem with the asset, but that's what it sounds like to me.
The matrix issue was a bug in the inoffical 3ds plugin which has been fixed in leruster. Basically the exporter exported 16 zeros instead of a proper transformation matrix for the tight hit test.
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Sorry my snit with Sixen has caused me to act smart on his forums.. Make the title something like "Information on unit selection mechanics" or something like that.
Anyways I was busy trying to figure out why I couldn't drag select this 6+MB of WC3 models, textures, icons and sounds I was working on for a map project when I checked my inbox.
I just love it when your busting your hump over an issue that no one can solve and the answer just magically appears in your email when you finally bother to check it :P Don't get mad at me. Near as I can figure it was pure dumb luck that I got this contact.
But rather than horde this stuff like Sixen does I thought you guys would like to know the real reason you are having selection issues with your custom or ported models.
Here we go:
And does anybody know what he means by "matrix" here? I'm kinda thinking its the same thing but you 3dmax guys ought to know more I'm just a nub CS student.
Now guys please do me a favor. My contact asked that his name not be revealed. Its not a conspiracy or anything... he's done more than enough asking around on my/our behalf for his bosses to know about it he just asked me not to share his name and I am going to respect that. So PLEASE don't engage into speculation as to who this guy is. Its about the only real line of communication anyone I work with has into Blizzard and it just generated a huge goldmine of much needed information. So lets keep it informal please? Thanks...
Anyways just thought I'd share that information around a little bit. Hope it helps!
And Curse can up itself with a........................................................................... post formattting options.
Whoa that was a hate speech for sure...
This is good to know. Thanks for not hording this XD
Considering how often I need to give the workaround in the data forum I am stickying this.
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
Thats great we have a way of fixing it, thanks. But I really wonder why it worked before and the arcade beta broke it. Because custom models caused crashes? Is that a reason to break all the others? Well I don't know.
I'm going to read through the instructions and check if I can alter my models properly with blender, but I doubt we will see all the custom model lying around fixed. Just imagine waiting for the authors to fix all of them, release the new versions, then have to download everything again and import them to the editor. Sounds like too much work.
I'd figure the issues with the transform matrix means the Model has some errors with its position/rotation and it hasn't been zeroed out (freeze transforms).
A basic model starts off in XYZ (X=Width Y=Height Z=Depth). Picture a Cube with X written on the sides, Y on top/bottom, and Z on the front/back. The model can move along each of the directions the letters face, moving it by X moves it side to side, moving Y makes it go up and down. Through the process of modelling, you can change the XYZ orientation so that you can move the object around on different planes. Think of taking that cube and rotating it so each of the letters point in random directions.
When you finish modelling, you would have to freeze its transform to bring it back to a neutral XYZ state. I don't know if this is the issue that's causing the problem with the asset, but that's what it sounds like to me.
@Triceron: Go
The matrix issue was a bug in the inoffical 3ds plugin which has been fixed in leruster. Basically the exporter exported 16 zeros instead of a proper transformation matrix for the tight hit test.