I spent hours choosing textures for a nydus-worm (it still looked awful), just to discover, that its attachment points don't move with it, when it moves -.-
We'll see if I start another elemental : /
There are ways around the lack fo good attachment points. Use a dummy model which changes in scale to follow the desired regions (eg. Kueken531's The Box) and you can use my method for creating artificial pivots to do the rest.
Soo...I looked at it for a while & I understand how you use the scaled "stick" to move a "point" around - but I don't get how you can convert this movement to a rotation
I recently made a version of this method, which is a little stripped down, and might be a little easier to understand.
Basically, the concept is, that you take 2 models, attach them to a base model and to each other with a 90 degree angle.
Then you attach a 3rd actor to your base model, which gets a Forward Vector site operation. This can turn the actor in a specific direction or to a specific attachment point of another actor.
So I did set up this vector to make my actor turn in the direction of the 2nd stick actor. Now when modifying the scale of the sticks, you modify the target of the forward vector, in my case the overhead attachment of the 2nd stick, which will modify the rotation of the actor using the forward vector.
In the map, you have the Marine as a base unit. Attached to it is the Stick Top, facing upwards, and attached to that the Stick Right, facing right (doh). The sticks use some site operations to set the correct rotations and offsets. You can modify the Set Opacity actor messages for the sticks, if you want to see them.
Attached to the base marine again ist the Rotating Actor, which uses the previously mentioned Forward Vector site operation.
And additionally, I added an invisible Rotation Handler actor, which handles the scaling of the sticks.
All credit goes to DrSuperEvil, of course ;)
Note, that I use the marine model for the sticks, which is not easily interchangeable. Some models might work, others simply don't update their position when scaled. The marine model works quite well; if you happen to find other models, preferably uncomplicated, low-poly ones, please notify me.
Then you attach a 3rd actor to your base model, which gets a Forward Vector site operation. This can turn the actor in a specific direction or to a specific attachment point of another actor.
Thanks, that's the part I didn't understand^^
/€: I think I get it now But there is a "bug": Although the "sticks" are invisible, they're still clickable, but I'm pretty sure this is an easy fix By the way: why do you use timers to set the opacity?
If the Set Opacity action is linked firectly to the Actor Creation event it sometimes bugs and does not show properly in the editor while it looks correct ingame. Adding a timer inbetween fixes this issue.
With my original method, I had a Beam (Simple) actor attached between the base model and the moving parts onto which the rotating actor was attached so as the beam moved it moved. This had an issue with precession in that the attached model would wobble perpendicular to the plane at which it was rotating each time it inverted on the x axis so I had a forwards vector pointing perpendicular to the rotation to stabilize it.
Seems you can bypass having a beam actor and use a Forward/Up vector SOp directly.
But there is a "bug": Although the "sticks" are invisible, they're still clickable, but I'm pretty sure this is an easy fix
Clickable as in you can click on them and the unit gets selected?
Just uncheck Allow Hit Test in the Model Flags
Quote:
By the way: why do you use timers to set the opacity?
There seem to be several actor messages, which do not work at actor creation. Texture Select by Id works the same way; if you swap textures at actor creation, they won't show up in the editor, but if you use a 0 timer, they do.
yeah i know i dont know what you did
I spent hours choosing textures for a nydus-worm (it still looked awful), just to discover, that its attachment points don't move with it, when it moves -.-
We'll see if I start another elemental : /
There are ways around the lack fo good attachment points. Use a dummy model which changes in scale to follow the desired regions (eg. Kueken531's The Box) and you can use my method for creating artificial pivots to do the rest.
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
Soo...I looked at it for a while & I understand how you use the scaled "stick" to move a "point" around - but I don't get how you can convert this movement to a rotation
I recently made a version of this method, which is a little stripped down, and might be a little easier to understand.
Basically, the concept is, that you take 2 models, attach them to a base model and to each other with a 90 degree angle.
Then you attach a 3rd actor to your base model, which gets a Forward Vector site operation. This can turn the actor in a specific direction or to a specific attachment point of another actor.
So I did set up this vector to make my actor turn in the direction of the 2nd stick actor. Now when modifying the scale of the sticks, you modify the target of the forward vector, in my case the overhead attachment of the 2nd stick, which will modify the rotation of the actor using the forward vector.
In the map, you have the Marine as a base unit. Attached to it is the Stick Top, facing upwards, and attached to that the Stick Right, facing right (doh). The sticks use some site operations to set the correct rotations and offsets. You can modify the Set Opacity actor messages for the sticks, if you want to see them.
Attached to the base marine again ist the Rotating Actor, which uses the previously mentioned Forward Vector site operation.
And additionally, I added an invisible Rotation Handler actor, which handles the scaling of the sticks.
All credit goes to DrSuperEvil, of course ;)
Note, that I use the marine model for the sticks, which is not easily interchangeable. Some models might work, others simply don't update their position when scaled. The marine model works quite well; if you happen to find other models, preferably uncomplicated, low-poly ones, please notify me.
Thanks, that's the part I didn't understand
^^
/€: I think I get it now
But there is a "bug": Although the "sticks" are invisible, they're still clickable, but I'm pretty sure this is an easy fix
By the way: why do you use timers to set the opacity?
If the Set Opacity action is linked firectly to the Actor Creation event it sometimes bugs and does not show properly in the editor while it looks correct ingame. Adding a timer inbetween fixes this issue.
With my original method, I had a Beam (Simple) actor attached between the base model and the moving parts onto which the rotating actor was attached so as the beam moved it moved. This had an issue with precession in that the attached model would wobble perpendicular to the plane at which it was rotating each time it inverted on the x axis so I had a forwards vector pointing perpendicular to the rotation to stabilize it.
Seems you can bypass having a beam actor and use a Forward/Up vector SOp directly.
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
Clickable as in you can click on them and the unit gets selected?
Just uncheck Allow Hit Test in the Model Flags
There seem to be several actor messages, which do not work at actor creation. Texture Select by Id works the same way; if you swap textures at actor creation, they won't show up in the editor, but if you use a 0 timer, they do.
Okay, I started a new one
WIP pics (no arms/spells/attacks yet):
/€: More pics, the unit is more or less finished (no attacks/spells yet and maybe I'll add birth & death "animations")