makes sense.
im pretty sure it used to use the bounding sphere for drag selection, i guess they changed it and then put it back in (because i can drag select my models now).
it used to be an annoying bug because the m3 plugins used to auto create the bounding sphere and it used to be 5-10x larger than the model. so you couldn't help but select your unit.
all you can do. is import models and look at how blizzard has them setup and try replicating it.
YOU WONT SEE ANY PARTICLES IN 3DSMAX. EVER. YOU CANNOT EVER SET IT UP THIS WAY.
you make a sc2 particle emitter. you try some settings. you import it to sc2 and see if it works. THATS THE ONLY WAY.
please. enough of this. you're seeking some golden answer thats going to solve all your problems. we dont have it.
Speed Y seems to control the speed at which an animated particle will play through it's frames?
the values are odd however. setting it to 1 will make the animation play 8 times through it's lifetime.
0.25 will play twice. 0.1 seems to be the correct value (probably 0.125 would be more accurate)
not really. i've simply been changing values in hopes of finding this. i knew there had to be some sort of gravity/vertical force value in there somewhere...
is what i've come up with so far. im pretty noob at this stuff but no-one else is gonna do it ! haha.
just wanted to mention, i've attached a screenshot with a couple of "unknown" particle variables that i've identified.
Speed 1 - Vertical Velocity/Gravity. a negative value makes particles fall. while a positive value will make them curve upwards and climb
Speed 2 - seems to be deceleration? basically how fast your particles lose speed
i'm still having a ton of trouble doing particles but knowing about these two is going to let me accomplish what i want so im happy atleast.
but right now i can't get particles to work very well by just planting a particle emitter and setting some basic values. i can only do basic. static particles this way. no matter what i change i can't get them to move through initial speed var :(
i've resorted to just ripping a working particle emitter from another model and just copy pasting it and editing it to suit my needs.
@Kailniris2: Go
im not seeing a tight test?
@Zolden: Go
add a tight test, attach it to a bone. the error is because it's not finding a tight test. they are mandatory to export right now.
@Kailniris2: Go
create a bone and create a tight test, link everything to the bone. should work.
makes sense.
im pretty sure it used to use the bounding sphere for drag selection, i guess they changed it and then put it back in (because i can drag select my models now).
it used to be an annoying bug because the m3 plugins used to auto create the bounding sphere and it used to be 5-10x larger than the model. so you couldn't help but select your unit.
interesting either way.
curious as to what hit tests are?
@Leruster:
have no idea about that, but yea, none of the custom models i have are selectable with selection box =\
was playing around with 1.5 arcade beta.
none of my custom models are selectable with a dragged selection box anymore
not sure whats changed? =\
all you can do. is import models and look at how blizzard has them setup and try replicating it.
YOU WONT SEE ANY PARTICLES IN 3DSMAX. EVER. YOU CANNOT EVER SET IT UP THIS WAY.
you make a sc2 particle emitter. you try some settings. you import it to sc2 and see if it works. THATS THE ONLY WAY.
please. enough of this. you're seeking some golden answer thats going to solve all your problems. we dont have it.
@sc2newuser:
you can't. stop with these questions please. this is not the place to learn 3dsmax from scratch.
someone needs to get on that o.0
Speed Y seems to control the speed at which an animated particle will play through it's frames?
the values are odd however. setting it to 1 will make the animation play 8 times through it's lifetime.
0.25 will play twice. 0.1 seems to be the correct value (probably 0.125 would be more accurate)
not really. i've simply been changing values in hopes of finding this. i knew there had to be some sort of gravity/vertical force value in there somewhere...
is what i've come up with so far. im pretty noob at this stuff but no-one else is gonna do it ! haha.
thanks for your help with the exporter btw.
just wanted to mention, i've attached a screenshot with a couple of "unknown" particle variables that i've identified.
Speed 1 - Vertical Velocity/Gravity. a negative value makes particles fall. while a positive value will make them curve upwards and climb
Speed 2 - seems to be deceleration? basically how fast your particles lose speed
i'm still having a ton of trouble doing particles but knowing about these two is going to let me accomplish what i want so im happy atleast.
but right now i can't get particles to work very well by just planting a particle emitter and setting some basic values. i can only do basic. static particles this way. no matter what i change i can't get them to move through initial speed var :(
i've resorted to just ripping a working particle emitter from another model and just copy pasting it and editing it to suit my needs.
i've been watching this thread for a long time :P
any work would be very much appreciated.
@Varine:
nice :)