Check "alive" flag.
Set 100, 100, 100 as width, height, depth
Set start and end alpha to 255
Apply a material with bitmap diffuse layer (not the color one),
Try this. I created it some time ago for guys as a hero glow splat. And it works. There you need to define alpha mask texture, as far as I remember. And it may include some more changes besides the 4 points I mentioned. Don't remember.
Hi, I created this today. My partner said that the flame in the previous model looked like the light saber. So I made a try, and added some "strange" function for her.
I'd love to use that plain light saber! The thing's perfect aside from the saw blade style if you could would you release a version without it? Nice work otherwise.
I am glad that you like it. All the style of the lightsaber like the transformaion or turnning on/off are stored in different animation and can be single used in the game. So it doesn't need to remove anything, just choose which you need in the editor. I will upload it later, the star tools has a bug and caused a small question when the saber being attached to other models.
Btw, the "saw like style", I try to use it as a cycle which the hero can capture the bad guys inside.
I didn't have any attachment issues with it. Though if I were to critique it a bit it needs a stand animation for each version so the saber is constantly turning on, and vice versa a shutting off one wouldn't hurt either. The stand one is definitely needed though. My final idea would be to add team color to purely the actual saber. I would modify the textures if need be but this would allow color choices without directly modifying a crap load of textures. Other wise I love it.
Edit: Upon further inspection I see that the animations repeat forever after they turn on. While this works it can also be a pain to animate certain things with, it'd be better if you could do the birth, stand, and death animations this would provide maximum efficiency on my end. Fantastic work showed that picture to a few others and they all gave it high praise.
Sorry everyone, I don't have enough time to finish every model now. So I uploaded the lightsaber max file here so that you can adjust the details yourselves. I just got too many effects and models requestions these days. Really sorry.
There are two more effect models I am working on. The first came from the Particleillusions
This looks very promising, I hope to see a lot of general-purpose assets here :D
Quick question, I haven't messed with the models yet: Do they support common modifications like scale (also asynchronous scale), time scale, animation set completion, tint color, texture swaps...? It would be great if they did, would increase their overall usefulness and useability a lot. Also, do they have attachment points? It would make sense to add a few basic ones like origin, overhead, center, if we wanted to use them as projectiles or something.
I am asking mainly, because quite a lot of Blizzard's own particle effect models do not support most modifications and have no attachment points, while various others do/have.
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Yea, funny, almost every time you post a model, my first thought is: and how the fuck was this made? :)
@Zolden: Go
Glad that you interested in my models. Here is the max file of the little timer. It was very simple~
By the way, how this one looks? (nanakey is my most important partner :-))
A strange weapon. I will show the whole design later.
Anyone know of a good projector setup. Shows in the editor, in the game no.
@Kailniris2: Go
You could start with these:
Check "alive" flag.
Set 100, 100, 100 as width, height, depth
Set start and end alpha to 255
Apply a material with bitmap diffuse layer (not the color one),
@Zolden: Go
Could you upload a working version?
@Kailniris2: Go
Try this. I created it some time ago for guys as a hero glow splat. And it works. There you need to define alpha mask texture, as far as I remember. And it may include some more changes besides the 4 points I mentioned. Don't remember.
Oh, and there is a texture I used.
I look thanks
it works perfectly!
@Zolden: Go
Good Work, a very useful "tool model".
Hi, I created this today. My partner said that the flame in the previous model looked like the light saber. So I made a try, and added some "strange" function for her.
@Delphinium1987: Go
I'd love to use that plain light saber! The thing's perfect aside from the saw blade style if you could would you release a version without it? Nice work otherwise.
@JacktheArcher: Go
I am glad that you like it. All the style of the lightsaber like the transformaion or turnning on/off are stored in different animation and can be single used in the game. So it doesn't need to remove anything, just choose which you need in the editor. I will upload it later, the star tools has a bug and caused a small question when the saber being attached to other models.
Btw, the "saw like style", I try to use it as a cycle which the hero can capture the bad guys inside.
@Delphinium1987: Go
What bug? What happens if you attach it to other models?
@Zolden: Go
Plz try this, some animation are wrong when it is attached to a character. Really strange...
It may because the local coordinate system of SC2 force in 3dsmax, I will solve it later.
@Delphinium1987: Go
I didn't have any attachment issues with it. Though if I were to critique it a bit it needs a stand animation for each version so the saber is constantly turning on, and vice versa a shutting off one wouldn't hurt either. The stand one is definitely needed though. My final idea would be to add team color to purely the actual saber. I would modify the textures if need be but this would allow color choices without directly modifying a crap load of textures. Other wise I love it.
Edit: Upon further inspection I see that the animations repeat forever after they turn on. While this works it can also be a pain to animate certain things with, it'd be better if you could do the birth, stand, and death animations this would provide maximum efficiency on my end. Fantastic work showed that picture to a few others and they all gave it high praise.
@Delphinium1987: Go
With that bubble/blurry wave effect, if added above the water textures as a doodad, it could make the water texture more diverse and realistic!
@JacktheArcher: Go
Great effect, does the light saber quickly turn on, or is it as slow as on the gif that is fewer frames? It should be switched on quickly.
@JacktheArcher: Go
Sorry everyone, I don't have enough time to finish every model now. So I uploaded the lightsaber max file here so that you can adjust the details yourselves. I just got too many effects and models requestions these days. Really sorry.
There are two more effect models I am working on. The first came from the Particleillusions
@Delphinium1987: Go
That's good enough for me thanks. I'll give you a update with what I get done.
Those are awesome particles look like something out of diablo.
This looks very promising, I hope to see a lot of general-purpose assets here :D
Quick question, I haven't messed with the models yet: Do they support common modifications like scale (also asynchronous scale), time scale, animation set completion, tint color, texture swaps...? It would be great if they did, would increase their overall usefulness and useability a lot. Also, do they have attachment points? It would make sense to add a few basic ones like origin, overhead, center, if we wanted to use them as projectiles or something.
I am asking mainly, because quite a lot of Blizzard's own particle effect models do not support most modifications and have no attachment points, while various others do/have.