Holy hell, you're right elendhel. I added a trigger to my map that makes the unit face an angle over 100 seconds and the attachment works properly with all animations so long as the unit is rotating to face the angle. The only caveat is there seems to be some minimum increment it needs to activate, IE you can't set it to change it's facing by +1 degree over 10000 seconds.
Still though, that's a good work around to the problem for my map since it's not online and I love me some triggers. Basically what I did was anytime the unit stops I have it face it's angle +10 over 50 seconds and the attachment behaves as it should. I then added another portion to the trigger that makes it start to face the other direction. With a slight enough angular shift (0.2 degrees per sec) you can't even notice it. Good catch man, I had bashed my head into that problem for a full day of re-importing and playing with every single field in every actor.
@ Feral. It happens when attaching models to WoW models only. It may only be exported WoW creatures as I haven't tried with a WoW character yet. It's a very odd bug since you can see the attachment tracking normally with the attachment point but as soon as you put a siteOP to correct the positioning or facing it freezes unless the character is either moving or rotating to face an angle. I can use the exact same method to attach the same piece to a SC2 model and everything works fine, but the WoW model always has this weird bug.
I imagine you wouldn't run into this problem with Character models because their attachment points are all correctly placed to fit with the gear from WoW. However if you want to put a pair of goggles on a Murloc they'll need some adjusting, which causes problems. If you want to put goggles on a Murloc then you obviously have enough problems to deal with =D
i have a quick question, i attached weapons which works fine with stand/run animation, dont know about attack cause im not there yet, but when he dies, the attached weapons disapear for the death animation, any way to fix it?
Okay - It worked at first and I compiled the map and everything was dandy. I closed the editor for a break and went to play a game or two and then decided to go back and work on the map. I opened the editor and I get the error dialog and "Warning: Model ladysylvanaswindrunner.m3; Unable to create this model."
I am using the lady sylvanas model. But now, it turns it into that gay placeholder sphere.
I re-imported the SAME exact .m3 that I used before, and when I go to save the import it just turns it back into the placeholder sphere :(
EDIT - I just completely renamed the .m3 and it worked. I believe I messed something up in the actors.
For some reason, when I export the "Illidan" (illidandark.m2) it crashes the SC2 on import.
I export it the right way (have done with several other models, which works fine), import the textures, exit the editor, open it and imports the model, and then it crashes.
I read you guys have some problems with every character uses Body. tga, I solved it by notepad or hex editor. I dont link them because versions are always change but you can easily find them on google. :)
So if you exported the model, open it with notepad or hex editor, and open find menu and search for "tga" like you do it when searching for a txt in a normal text file. In basic there will be found 2 or 3 tga, Body.tga hairXX_XX.tga(X=number and this number depends on hair type you choose in modelviwer), and if you have blood elf, dranei, or any race that have eye glow, there will be a COLOUR_GLOWX.tga (X=number), if you use tabard and/or Cape they have own skin too.
So continue the searching until all .tga is found, but remember you can hold the character numbers, such as Body.tga must be maximum and minimum 4 characters for example you have a Troll Mage like in this tutorial you can name it like this: TRMM.tga (TrollMageMale) etc. if you change less or more characters then the original name, the model won't work.
Help me, please, I have a problem in attaching things to 'Head' point. Everything works normally excepting this, sOPAttachHead simplt doesn`t work. I also tried all other attachments, no one can ttach the models to head points.
Also, some of attached models can change their size right in game! Some of them change their size when units walks. some of them change size all the time. What can it be?
i have followed these steps exactly for my pit lord model, but the sword i am attempting to attach to SOPattachweaponpointleft only shows up when it is not attached to that point, and when it is not attached to that point it is, as always, on the ground.
HALLLPPP!!!!
i am sure i have followed these steps and do not understand why it is not working!!
EDIT: i got the model to show in the pit lords hand with animations, but its not rotated properly and rotating it freezes anims, the only way to rotate it and not freeze anims is VIA 3ds max which i cannot install because of admin priveledges and the admin of this computer doesent want me installing anything, no matter what it is...
sOpattachhead is not working, in wow models the overhead and head is the same attachment point so you can use hardpoint 9 (sOPAttachHardPoint09)and hardpoint 13, (sOPAttachHardpoint13)depend on helmet types, for example for helmets you should use hardpoint 9. note: the default hardpoints actors in the editor are only filled from 1 to 4, if you would like to use more hardpoints you must creat a Site Operation (Attachment) or duplicate one from already exist ones. Important when attaching you have give the same id that you give in this creation.
example:
duplicate sOPAttachHardPoint
rename it to sOPAttachHardPOint09
set field:
attachment querry methods: filter type: direct, select hardpoint in roll menu, index:9
now you have sOPAttacHardPoint9, so you can set it in the helmet actor fields.
note: Some times you can change the helmet models to the correct race, for example you creat a human unit with human wow model, and duplicate it to creat the troll version, the human helmet could attach relativly wrong from head, so you can import the troll version of the helmet. The better is that you import all the helmet types if you would like to use all race versions, some time it is not required but if you do all of them you cannot mistake.
hi...i cant find tutorials about how to play wow models animations via triggers (or actors maybe)...i had download some models from the wow model viewer, now i cant to play for example the Mount or Parry animation for my downlod models, how to do it?...the triggers only have a specific animations names that maybe are not equal to the downloaded models...i had probe some animations but it does not work, for example:
Event: elapsed time 10 seg...
action: play "Parry" animation for "my downloaded wow model" ...
hi...i cant find tutorials about how to play wow models animations via triggers (or actors maybe)...i had download some models from the wow model viewer, now i cant to play for example the Mount or Parry animation for my downlod models, how to do it?...the triggers only have a specific animations names that maybe are not equal to the downloaded models...i had probe some animations but it does not work, for example:
Event: elapsed time 10 seg... action: play "Parry" animation for "my downloaded wow model" ...
someone know about some tutorial?
Unfortunately WoW animation names are not always compatible with Starcraft 2 names. Starcraft 2 has special "animation token names" that are required for them to work. In order to do this you need to rename the animations in 3ds max or another equivalent program. "Parry" is not a recognized token name by Starcraft 2. So therefore you will never be able to make it play that animation. If you are capable of editing the models in 3ds max I suggest looking at my post and the guide by taylormouse for more information.
Has anyone found out what's going on with WoW attachments not following their host attachment points during standing/idle and attacking animations? what's causing this? it used to work fine and then im guessing some new patch went into SC2 that messed these attachments up.
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Holy hell, you're right elendhel. I added a trigger to my map that makes the unit face an angle over 100 seconds and the attachment works properly with all animations so long as the unit is rotating to face the angle. The only caveat is there seems to be some minimum increment it needs to activate, IE you can't set it to change it's facing by +1 degree over 10000 seconds.
Still though, that's a good work around to the problem for my map since it's not online and I love me some triggers. Basically what I did was anytime the unit stops I have it face it's angle +10 over 50 seconds and the attachment behaves as it should. I then added another portion to the trigger that makes it start to face the other direction. With a slight enough angular shift (0.2 degrees per sec) you can't even notice it. Good catch man, I had bashed my head into that problem for a full day of re-importing and playing with every single field in every actor.
@ Feral. It happens when attaching models to WoW models only. It may only be exported WoW creatures as I haven't tried with a WoW character yet. It's a very odd bug since you can see the attachment tracking normally with the attachment point but as soon as you put a siteOP to correct the positioning or facing it freezes unless the character is either moving or rotating to face an angle. I can use the exact same method to attach the same piece to a SC2 model and everything works fine, but the WoW model always has this weird bug.
I imagine you wouldn't run into this problem with Character models because their attachment points are all correctly placed to fit with the gear from WoW. However if you want to put a pair of goggles on a Murloc they'll need some adjusting, which causes problems. If you want to put goggles on a Murloc then you obviously have enough problems to deal with =D
Cool tutorial I appreciate this. I may use it in my RPG one day... but seems like a long list of stuff to do just to get one thing through haha.
i have a quick question, i attached weapons which works fine with stand/run animation, dont know about attack cause im not there yet, but when he dies, the attached weapons disapear for the death animation, any way to fix it?
@kottonmouthx8: Go
Here's what I did:
When the unit dies the sword slowly fades to invisibility and then gets removed.
Take care.
Texture Swap Tutorial (Select Texture by ID):
http://forums.sc2mapster.com/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#posts
Would it be possible to switch weapons/armor in game via triggers?
Okay - It worked at first and I compiled the map and everything was dandy. I closed the editor for a break and went to play a game or two and then decided to go back and work on the map. I opened the editor and I get the error dialog and "Warning: Model ladysylvanaswindrunner.m3; Unable to create this model."
I am using the lady sylvanas model. But now, it turns it into that gay placeholder sphere.
I re-imported the SAME exact .m3 that I used before, and when I go to save the import it just turns it back into the placeholder sphere :(
EDIT - I just completely renamed the .m3 and it worked. I believe I messed something up in the actors.
it may be possible using the actor events...
For some reason, when I export the "Illidan" (illidandark.m2) it crashes the SC2 on import.
I export it the right way (have done with several other models, which works fine), import the textures, exit the editor, open it and imports the model, and then it crashes.
Any ideas?
Demtrod
http://www.sc2mapster.com/forums/development/artist-tavern/19281-illidan-model/
Was buggy as all hell a few years ago still is now.
http://www.sc2mapster.com/forums/development/artist-tavern/17108-wc3-to-sc2-model-conversion/#p19
If you want to try the import export yourself that one I did wasn't the best but it will give you the model to use.
@Rileyb80: Go
That's Warcraft 3 Illidan (.mdx) not WoW Illidan (.m2).
I read you guys have some problems with every character uses Body. tga, I solved it by notepad or hex editor. I dont link them because versions are always change but you can easily find them on google. :)
So if you exported the model, open it with notepad or hex editor, and open find menu and search for "tga" like you do it when searching for a txt in a normal text file. In basic there will be found 2 or 3 tga, Body.tga hairXX_XX.tga(X=number and this number depends on hair type you choose in modelviwer), and if you have blood elf, dranei, or any race that have eye glow, there will be a COLOUR_GLOWX.tga (X=number), if you use tabard and/or Cape they have own skin too.
So continue the searching until all .tga is found, but remember you can hold the character numbers, such as Body.tga must be maximum and minimum 4 characters for example you have a Troll Mage like in this tutorial you can name it like this: TRMM.tga (TrollMageMale) etc. if you change less or more characters then the original name, the model won't work.
Help me, please, I have a problem in attaching things to 'Head' point. Everything works normally excepting this, sOPAttachHead simplt doesn`t work. I also tried all other attachments, no one can ttach the models to head points. Also, some of attached models can change their size right in game! Some of them change their size when units walks. some of them change size all the time. What can it be?
i have followed these steps exactly for my pit lord model, but the sword i am attempting to attach to SOPattachweaponpointleft only shows up when it is not attached to that point, and when it is not attached to that point it is, as always, on the ground.
HALLLPPP!!!!
i am sure i have followed these steps and do not understand why it is not working!!
EDIT: i got the model to show in the pit lords hand with animations, but its not rotated properly and rotating it freezes anims, the only way to rotate it and not freeze anims is VIA 3ds max which i cannot install because of admin priveledges and the admin of this computer doesent want me installing anything, no matter what it is...
so could someone please appropriately rotate "raidsword 04" from the WOW 1 handed sword model pack and put it up for download? the 1 handed sword model pack download is here http://static.sc2mapster.com/content/files/448/368/1H_Swords.zip
THANKS A MILLION IF YOU DO THIS!!!!!!!
Hey can you make a video of this because I am confused what to do after you attach the items in the previewer/cut scene editor
@hawkerhurricane: Go
Yes you can switch items through buttons, and items/hero inventory, just not sure how to do it
@ViruSSofT: Go
sOpattachhead is not working, in wow models the overhead and head is the same attachment point so you can use hardpoint 9 (sOPAttachHardPoint09)and hardpoint 13, (sOPAttachHardpoint13)depend on helmet types, for example for helmets you should use hardpoint 9. note: the default hardpoints actors in the editor are only filled from 1 to 4, if you would like to use more hardpoints you must creat a Site Operation (Attachment) or duplicate one from already exist ones. Important when attaching you have give the same id that you give in this creation.
example:
duplicate sOPAttachHardPoint
rename it to sOPAttachHardPOint09
set field:
attachment querry methods: filter type: direct, select hardpoint in roll menu, index:9
now you have sOPAttacHardPoint9, so you can set it in the helmet actor fields.
note: Some times you can change the helmet models to the correct race, for example you creat a human unit with human wow model, and duplicate it to creat the troll version, the human helmet could attach relativly wrong from head, so you can import the troll version of the helmet. The better is that you import all the helmet types if you would like to use all race versions, some time it is not required but if you do all of them you cannot mistake.
hi...i cant find tutorials about how to play wow models animations via triggers (or actors maybe)...i had download some models from the wow model viewer, now i cant to play for example the Mount or Parry animation for my downlod models, how to do it?...the triggers only have a specific animations names that maybe are not equal to the downloaded models...i had probe some animations but it does not work, for example:
Event: elapsed time 10 seg... action: play "Parry" animation for "my downloaded wow model" ...
someone know about some tutorial?
Unfortunately WoW animation names are not always compatible with Starcraft 2 names. Starcraft 2 has special "animation token names" that are required for them to work. In order to do this you need to rename the animations in 3ds max or another equivalent program. "Parry" is not a recognized token name by Starcraft 2. So therefore you will never be able to make it play that animation. If you are capable of editing the models in 3ds max I suggest looking at my post and the guide by taylormouse for more information.
http://www.sc2mapster.com/forums/development/artist-tavern/58010-model-map-showcase-daaras-wow-models/#posts
Here I talk about how I name animations to work within Sc2 and how I set up armor to work similar to WoW.
Has anyone found out what's going on with WoW attachments not following their host attachment points during standing/idle and attacking animations? what's causing this? it used to work fine and then im guessing some new patch went into SC2 that messed these attachments up.