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    posted a message on Adding to turret to building [Actor Problem]

    I added a turret to a building but I'm getting a weird actor error sometimes. The turret duplicates itself and a frozen copy of the turret stays behind.

     

    It only happens when the turret's target is killed by an allied unit. If it's not firing, or if it's fighting a battle all on it's own, it's fine.

     

    When I lift up the building, the problem fixes itself either upon liftoff or when the structure lands. Very weird, but I am not so much an expert at turret attachment. Here's what the duplicate turret looks like. 1 Rotating, firing, and acquiring targets normally, the other frozen in place and bugged out.

     

    https://i.imgur.com/mI25h5T.jpg


    Lifted off, frozen artifact of actor sometimes remains.

    https://i.imgur.com/C4NTtHk.jpg

     

    Posted in: Data
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    posted a message on Neon Violet Square

    What kind of map is this for? RPG?

     

    Looks awesome though. Creative departure from the "steam and iron" theme that Terran is typically portrayed. This is one of the only times I've seen the "futuristic city" idea done really right. I was also waiting for someone to put the newest urban doodads to really artistic use, I am planning something similar for a mission in my campaign.

    Posted in: Map Review
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    posted a message on Trees attackable by one team

    That's convenient. How do you make sure that your trees are actually coded in as trees though, so it works? I assume you had to make unique tree units from scratch and just used the tree .m3 model for them?

    Posted in: Data
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    posted a message on Trees attackable by one team

    Not sure if this would work if you are using other types of invulnerable units, but there is a flag on a weapon to allow it to attack invulnerable and you can make the trees invulnerable.

    Posted in: Data
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    posted a message on [Solved] Change unit's hitbox / selection size?

    Thank you very much, can't wait to try this. Workarounds are never ideal but this one seems relatively painless. 

    Posted in: Data
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    posted a message on [Solved] Change unit's hitbox / selection size?

    I'm using a custom downloaded model off the assets section (this one: https://www.sc2mapster.com/projects/taylor-mouses-stuff/images, Executor Slamus).

    Unit works fine, except his hitbox is too big. And by that I mean you can click way far away from him and it still picks up as clicking him. Is there a way to edit this in editor? Or does the model need to be modified by 3rd party program? Note I'm not talking about selection circle, that part is fine.

    Posted in: Data
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    posted a message on Playable city terrain

    This looks awesome! I don't know what I would change. Maybe just the outskirts yet because you haven't gotten to them yet. Would like to see some in-game angles to see how the map handles obstruction from buildings.

    Posted in: Terrain
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    posted a message on terrain preview: Protoss city, etc

    Some stuff from my newest project:

    Mountains near town

    Protoss city and base

     

    Zerg cluster on Protoss planet

    Temple (interior)


    All will be part of the LifeForce campaign. Love feedback/constructive criticism as well.

     

    Posted in: Terrain
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    posted a message on SC2: Mass Recall. Is it possible to replace ingame unit portraits?

    In reply to XCraftin4K:

    Go into the Data editor and look at the Models type. Search "portrait" and every unit portrait in the game should come up. Now within each entry is the "(Basic) Art: Image" field that points to a .dds file type image. Just replace each of these with your custom art and you're set. 

    There's also the matter of forcing the portraits to be static instead of 3D models as a player option. I know it does that automatically on some graphical presets but don't know off the top of my head how to force it on. Maybe someone else can chime in but that's a start :)
    Posted in: General Chat
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    posted a message on SC2: Mass Recall. Is it possible to replace ingame unit portraits?

    In reply to XCraftin4K:

     If you just wanna use static unanimated portraits that changes everything. I belirve there is a data field just for that. That difficulty is about a 2. Hardest part will be making the portraits look good because of the size difference. Sc:r portraits are much more square so will look pretty wonky or cutoff unless you're decent at Photoshop.
    Posted in: General Chat
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    posted a message on Starcraft 1 maps

    No you can't open one games maps with the other game, they are totally different engines and don't play with each other at all. Sorry.

    Posted in: General Chat
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    posted a message on SC2: Mass Recall. Is it possible to replace ingame unit portraits?

    In reply to XCraftin4K:

     Hey man I saw your post on reddit! Let me also welcome you to mapster.
    Maybe you could also share a little more about what you're trying to do in your project? Like make a custom campaign or something along those lines? 

    As far as giving you a number of difficulty, I would put it at about a 9. I've been making maps/campaigns for about 4 years, I'm definitely no super programming badass but this is over my head. You'd have to not only learn the map editor (which itself has a learning curve that scares almost everyone off) but also some 3D editing software (like 3DS MAX I'd guess, I don't know much about it but work with people who do) and re-render/transfer the art into a new file format and size in order to make it work. So you'd probably also have to be a pretty decent 3D artist and have good knowledge of how different 3D softwares work to make any sort of progress. Also note that the portraits in remastered are different dimensions than SC2, so there's even more tinkering on your part.

    So you're looking at learning at least 2-3 different pieces of 3D design software (probably about $200 each if bought) and that's before you even start learning about making portraits work in game. And this is really more of a "polish" than a true game idea; if you did this, I would bet a huge number of your players wouldn't even notice. The Sc2 portraits really aren't bad, and in many cases are pretty similar to the SC:R portraits to begin with.

    But don't let us scare you off, if you're really enthused about this I love it. The only reason any of us are here is that we are unhealthily passionate about using the clunky old editor. Shoot me a PM and I can connect you with some of my artist friends.
    Posted in: General Chat
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    posted a message on My Ultimate Project: LifeForce

    I'll send out next emails tomorrow :)

    Posted in: Map Feedback
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    posted a message on My Ultimate Project: LifeForce

    what bugs?

    Posted in: Map Feedback
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    posted a message on My Ultimate Project: LifeForce

    what's wrong with it now? Balance issue or bug?

    Posted in: Map Feedback
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