Hey
I been looking for a tut about 'traveling between map', like in the "The Founding of Durotar" in warcraft 3.
I know it have something to do with banks for saving data about a play/character.
Hi, I am very bad with triggers and I am also just as bad with both, written and video tutorials.... What I need is a dependent mod that has a specific trigger I need... What I need is a button at the right hand corner of the screen that appears only when the player has won and the victory screen has no opened yet... When pressed, any allied faction or player in the map that you are allied with win as well, and all the other players that are NOT allied face a defeat... The button is labeled "Allied win" and is exactly like in the arcade game called "civilization sapphire", both in function and visuals. To win, a player must have 14 auto-vespene gas refineries under control... Once agian, I am horrible with tutorials and I would prefer that any good person willing to help should PM me the dependent Mod with the win trigger...
Can someone explain/ make a clear step by step tutorial on how to proper install Sc2 art tools for 3ds max 2015?
I tried it 2 times but everytime I wanna start 3ds max 2015 I got lots of errors.
The Buff behaviour has a Unit: Modification - Unit Name Override field. You can use the text editor to reference a variable that triggers could then set to the player name.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
You're looking for dialog tutorials. You just have to make triggers when the dialog items are used that set the next map and end the game for the player.
Anyone knows a good tutorial for fortress gate 45? Or can make one:) I tried to duplicate the gate and change the facing of the gate (just mirrored). But apparantly its a multiform object. So it kinda changes everything. Even the name of the orginal. And second when i finally cleaned out the gate so that its showable in-game. It keeps changing back when i open the gate. Could anyone help me out? Prefer a step by step tutorial but then i know iam asking much.
Can someone help me??? Have a problem with editing model --- I changed protoss photon cannon to my own space turret, I used (space)Ordancetower.m3 model for it ((for death model I took (space)ordancetowerdeath.m3)), when I run the game, it was stuck in ground, so I changed Basic(UI)Offset: +5 after that all just fine, the model, build and places above the ground. but when I kill this unit, the object dies stuck in the ground :( I did not find any UIOffset for a death model....
- help me with this question.how to force death model be at the same level as basic model above the ground???
How do I display a scrolling effect like this in the SC2 map editor? Looks like I followed instructions correctly in Blender using "AnimAll", but it doesn't scroll when I import it into Starcraft 2.
A while ago I guided someone through this very process. It was structured a bit more like a conversation but I will copy paste (and edit if needed) what I explained then also.
Tutorial on making moving tank tracks with blender
For the intend of this tutorial I will refer to a typical model that uses tracks and as such will have the main editing in the 'Walk' animation, however the principle can be used for many more applications.
Open the model which you want to do the work in. For reference in this tutorial, I will use the NC Cyclone as my example model. 1) first make sure you've got walk animation selected.
2) When done, go to the material that are the tracks. and find all used slots [diffuse, specular, normal] and navigate to "UV offset"
3) Next we'll define the animation shift for the "Walk Animation". The first image below is from the start frame, the second image shows the end frame.
Last words if you would like to have it be less quick, you can adjust the number to a smaller one. from 0 to 1 (or -1) is basically 1 revolution of the texture, if you were to stack each texture in a sequence. and next, if you want to reverse to direction, just use a minus sign if you haven't. Speed is regulated between the length of the animation and frequency, 40 frames in case of the cyclone walk animation. and that in combination with the start and end offset cycle, from 0 --> 5 in case of the cyclone. Ff you were to change the '5' to 2 for instance, the speed of the texture moving during the animation would be 40% of that (as in slower) Image of the movement cycle
Next, I want to learn how to configure a .m3 physics mesh/vertex group. For example, a character's hair, cape, or other hanging accessory. I successfully followed along with this tutorial, now how to make an .m3 version?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Thank you TheUltragon! :)
Hey I been looking for a tut about 'traveling between map', like in the "The Founding of Durotar" in warcraft 3. I know it have something to do with banks for saving data about a play/character.
Best regards
Hi, I am very bad with triggers and I am also just as bad with both, written and video tutorials.... What I need is a dependent mod that has a specific trigger I need... What I need is a button at the right hand corner of the screen that appears only when the player has won and the victory screen has no opened yet... When pressed, any allied faction or player in the map that you are allied with win as well, and all the other players that are NOT allied face a defeat... The button is labeled "Allied win" and is exactly like in the arcade game called "civilization sapphire", both in function and visuals. To win, a player must have 14 auto-vespene gas refineries under control... Once agian, I am horrible with tutorials and I would prefer that any good person willing to help should PM me the dependent Mod with the win trigger...
Hello,
Can someone explain/ make a clear step by step tutorial on how to proper install Sc2 art tools for 3ds max 2015? I tried it 2 times but everytime I wanna start 3ds max 2015 I got lots of errors.
Hope someone can help me.
Regards WollieWoltaz,
This is interesting, do you actually HAVE the ArtTools for Max 2015 ?
Because as far as I can tell, they (Blizzard) only provide a download for support with MAX 2011
I know that the ppl that released stuff to the Starcraft 2 game received a update on their tools, but nothing publicly (that I know off)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hi everyone i have one question. Is possible to change unit's name into player's name via trigger or data editor?
@RaptorKirad: Go
The Buff behaviour has a Unit: Modification - Unit Name Override field. You can use the text editor to reference a variable that triggers could then set to the player name.
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
Ok thx
And... Anyone know how to make unit NOT attack enemies automatically?
In the unit properties, set "unit field acquire response" to "passive" or "none".
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
@RaptorKirad: Go
Give the unit a Buff behaviour with the Passive or Benign flags.
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
Is there a tutorial on how to set up a mission/campaign selection screen like the one in the Mass Recall mod?
@DragonShadow87: Go
You're looking for dialog tutorials. You just have to make triggers when the dialog items are used that set the next map and end the game for the player.
Here's one. some pics are missing, though.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
@Cacho56: Go
thanks! :)
Anyone knows a good tutorial for fortress gate 45? Or can make one:) I tried to duplicate the gate and change the facing of the gate (just mirrored). But apparantly its a multiform object. So it kinda changes everything. Even the name of the orginal. And second when i finally cleaned out the gate so that its showable in-game. It keeps changing back when i open the gate. Could anyone help me out? Prefer a step by step tutorial but then i know iam asking much.
Can someone help me??? Have a problem with editing model --- I changed protoss photon cannon to my own space turret, I used (space)Ordancetower.m3 model for it ((for death model I took (space)ordancetowerdeath.m3)), when I run the game, it was stuck in ground, so I changed Basic(UI)Offset: +5 after that all just fine, the model, build and places above the ground. but when I kill this unit, the object dies stuck in the ground :( I did not find any UIOffset for a death model....
- help me with this question.how to force death model be at the same level as basic model above the ground???
How do I display a scrolling effect like this in the SC2 map editor? Looks like I followed instructions correctly in Blender using "AnimAll", but it doesn't scroll when I import it into Starcraft 2.
In reply to RanchBurner:
A while ago I guided someone through this very process. It was structured a bit more like a conversation but I will copy paste (and edit if needed) what I explained then also.
Tutorial on making moving tank tracks with blender
For the intend of this tutorial I will refer to a typical model that uses tracks and as such will have the main editing in the 'Walk' animation, however the principle can be used for many more applications.
Open the model which you want to do the work in. For reference in this tutorial, I will use the NC Cyclone as my example model.
1) first make sure you've got walk animation selected.
2) When done, go to the material that are the tracks. and find all used slots [diffuse, specular, normal] and navigate to "UV offset"
3) Next we'll define the animation shift for the "Walk Animation". The first image below is from the start frame, the second image shows the end frame.
Last words
if you would like to have it be less quick, you can adjust the number to a smaller one. from 0 to 1 (or -1) is basically 1 revolution of the texture, if you were to stack each texture in a sequence. and next, if you want to reverse to direction, just use a minus sign if you haven't. Speed is regulated between the length of the animation and frequency, 40 frames in case of the cyclone walk animation. and that in combination with the start and end offset cycle, from 0 --> 5 in case of the cyclone. Ff you were to change the '5' to 2 for instance, the speed of the texture moving during the animation would be 40% of that (as in slower)
Image of the movement cycle
Custom Campaign Initiative
Alright thanks, it worked out well with my scrolling highway(s). :)
Next, I want to learn how to configure a .m3 physics mesh/vertex group. For example, a character's hair, cape, or other hanging accessory. I successfully followed along with this tutorial, now how to make an .m3 version?