Scale - yes. Time scale - it doesn't affect particle themselves, only the emitter. So, time down would not make particle move slower, but will decrease its generation speed. Animation work fine if defined. Tint colors should work fine (i guess). Texture swap - fine. Attachments can be added if needed.
My models generally have three styles. The units lake charcaters, spaceships and something else have basic attachments, hit tests and bounds(PS: again, there is another bug of Galaxy Editor...the previewer can not show the bounds, but if you import the m3 to GE, it works well...) The second styles are verious effects like ribbons, UV offset effects and particles. The last ones are experimental and very unstable, they usually cause strange things...
All the characters use a protocol of my team contains Ref_Origin, Center, target, head, overhead, Weapon Left/Right, Vol_Shield, target. HitTestFuzzy and HitTestTight. We also have a special model as a basic template. All the animations for biped models are stored in m3a files, some of them are currency to most of our characters. But most characters do not have team color, weapons and particles, we believe that the characters for RPG game is hard to add team color for they always already having a very colorful textures, my partner also suggested that adding effects through attachments could be more freely.
The effects models are very simple, so most of them don't have basic attachments and other helpers. But we also have a template for them, so if you need them to be added, it is also very easy and quick.
Some of my models are still not good enough to SC2 and my computer is really a mess (I am too lazy to arrange the models and max files...). So if you guys think any of my models could be helpful to your projects, plz just PM me or reply here. I will upload them after that 0.0
Best wishes~
Time scale is possible if you set up in the particle emitters I guess, there is a check box under MIsc to control this. But I am only 75% sure of that.
My partner finally finished her new SC2 map and start to alpha test. Good luck for her~
...But most characters do not have team color, weapons and particles, we believe that the characters for RPG game is hard to add team color for they always already having a very colorful textures,
Do you just use textures without teamcolor or does your model not support teamcolor at all? I would suggest adding general useability for team color similar to the Blizzard models: Anything transparent in the texture will be interpreted as team color, so if someone wanted to edit the model to show team color, all he would need to do would be to add some transparency to the textures
Also, you can do with teamcolor, which might be very suited for an rpg.
I used the textures without teamcolor, in this case, the alpha channel of diffuse maps are usually empty. You can added them if you need, but some models just really hard to find a place to do that, I think. For example, the character's whole meshes in the attachment are all textured and I don't know which place should be teamcolored. A different colored model may looks weird to the originalworks.
But if the requestion asked that there should be a team color map, I will reserve places for it when design the unit.
I just noticed, that the .m3a files for your Totooria model are HUGE. The model itself is 700 kb, and every single animation adds another 250 kb. For 12+ animations, this takes up quite a lot of space in a map. If you compare that to Blizzard's .m3a files adding the new HotS animations to certain models, which are more like 50-150 kb each and include a couple of animations, I wonder why yours take up so much space?
Just noticing, I don't have a concrete use for your model anyway, but this could be a discouraging factor for some people to use it.
Also, Earth looks nice, but the Moon looks flat, as if it was a slice and no sphere.
The origin models in 3dsmax are aslo very huge (perhaps 600 MB.) It becauses that the SC2 don't have better solution to simulate the soft materials like the underdresses and hair. So I used more bones than Blz's most models and that needs many frames to keep them "soft". If you want smaller files (both the m3 and m3a) here is the solution: I can chance the animation set in Star tools-Export from "middle" to "low" that will remove more frames and rebake the entile animation.
Also I can upload the max files (too bad that's huge )-: ) if you need them.
@Delphinium1987: Go
I'd like to try, but can't ,editor make me sick, can't run it (overmapped recently)
@Kueken531: Go
Scale - yes. Time scale - it doesn't affect particle themselves, only the emitter. So, time down would not make particle move slower, but will decrease its generation speed. Animation work fine if defined. Tint colors should work fine (i guess). Texture swap - fine. Attachments can be added if needed.
Thanks for your compliments~
My models generally have three styles. The units lake charcaters, spaceships and something else have basic attachments, hit tests and bounds(PS: again, there is another bug of Galaxy Editor...the previewer can not show the bounds, but if you import the m3 to GE, it works well...) The second styles are verious effects like ribbons, UV offset effects and particles. The last ones are experimental and very unstable, they usually cause strange things...
All the characters use a protocol of my team contains Ref_Origin, Center, target, head, overhead, Weapon Left/Right, Vol_Shield, target. HitTestFuzzy and HitTestTight. We also have a special model as a basic template. All the animations for biped models are stored in m3a files, some of them are currency to most of our characters. But most characters do not have team color, weapons and particles, we believe that the characters for RPG game is hard to add team color for they always already having a very colorful textures, my partner also suggested that adding effects through attachments could be more freely.
The effects models are very simple, so most of them don't have basic attachments and other helpers. But we also have a template for them, so if you need them to be added, it is also very easy and quick.
Some of my models are still not good enough to SC2 and my computer is really a mess (I am too lazy to arrange the models and max files...). So if you guys think any of my models could be helpful to your projects, plz just PM me or reply here. I will upload them after that 0.0 Best wishes~
@Zolden: Go
Time scale is possible if you set up in the particle emitters I guess, there is a check box under MIsc to control this. But I am only 75% sure of that.
My partner finally finished her new SC2 map and start to alpha test. Good luck for her~
Here are some pictures:
I fixed a physic error of attack animation. Now the weapon has a reaction when fire and the rockets will keep working to offset it.
@Delphinium1987: Go
what are you making these models for o.O
Very nice
@PirateArcade | I make games | Ask me things on Discord
Do you just use textures without teamcolor or does your model not support teamcolor at all? I would suggest adding general useability for team color similar to the Blizzard models: Anything transparent in the texture will be interpreted as team color, so if someone wanted to edit the model to show team color, all he would need to do would be to add some transparency to the textures
Also, you can do with teamcolor, which might be very suited for an rpg.
@Kueken531: Go
I used the textures without teamcolor, in this case, the alpha channel of diffuse maps are usually empty. You can added them if you need, but some models just really hard to find a place to do that, I think. For example, the character's whole meshes in the attachment are all textured and I don't know which place should be teamcolored. A different colored model may looks weird to the originalworks.
But if the requestion asked that there should be a team color map, I will reserve places for it when design the unit.
The ice gun.
@Kueken531: Go
The 83# used a lot of my effect models and m3a files. But for now the game still don't have a English version.
@Delphinium1987: Go
The ice guns shadow looks a bit silly. However the regular model is quite nice.
Alright, thats all I wanted to hear :D
Some new models. My computer died for two days. :-(
Terrible lag 0.0 There must be something wrong with my internet.
I did put some of your models in a map to see how they work ingame. Love the pushup animation :D
Amazing job more and more every time, guys.
My computer was malfunctional these days, so most of my models are delayed. Today there is a new UI model for hero choosing.
I start a new project, so it's time to create some space ships and stars.
I just noticed, that the .m3a files for your Totooria model are HUGE. The model itself is 700 kb, and every single animation adds another 250 kb. For 12+ animations, this takes up quite a lot of space in a map. If you compare that to Blizzard's .m3a files adding the new HotS animations to certain models, which are more like 50-150 kb each and include a couple of animations, I wonder why yours take up so much space?
Just noticing, I don't have a concrete use for your model anyway, but this could be a discouraging factor for some people to use it.
Also, Earth looks nice, but the Moon looks flat, as if it was a slice and no sphere.
@Kueken531: Go
The origin models in 3dsmax are aslo very huge (perhaps 600 MB.) It becauses that the SC2 don't have better solution to simulate the soft materials like the underdresses and hair. So I used more bones than Blz's most models and that needs many frames to keep them "soft". If you want smaller files (both the m3 and m3a) here is the solution: I can chance the animation set in Star tools-Export from "middle" to "low" that will remove more frames and rebake the entile animation.
Also I can upload the max files (too bad that's huge )-: ) if you need them.
Glad that you like the earth.
Just wanted to mention it, you don't need to do any modifications for me, and I can barely start 3dsMax, let alone export a model :D