Thanks, it works with adding the texture as Diffuse, then the same as Alpha and setting Color param to A, Im only getting some red team color lines around the alpha-ed part, like the white lines are red.
Does anyone know how, I think you need to use Mask and Blend under Materials - Basic Parameters. I need it for hair and the alpha channel appears black in 3ds max and in-game/editor appears as some blueish field. I cant get the alpha to work, I wont use team colors with that material which is for head and face. Tried RGBA change to RGB in Color Operations but it still appears black (underlined in white)
Must have been an early stage of the Spear's deploy Pylon, they probably thought Protoss cannot warp strucs and they have to walk. Or pylon overcharge was meant to be a pylon into a walking pylon colossus! Warp units, while walking and AoE like a collossus. balance ftw.
Ohhhh I was just going to make a thread about it, now what I have is the same and may be related. But I am not sure if mine started ever since I changed pc when Heart of the Swarm was released where I went from High settings to Ultra on the new system (or maybe it started when i first opened it in lotv)
I have a map that's been made on WoL and never had these problems with WoL. They started when I first opened and worked on it in HotS and continue with lotv. Now randomly different doodads, the cliff walls or doodads will turn black like as if their emissive becomes their diffuse, Tileset is custom, lighting is Ulaan but I just duplicated and redid the custom tileset to the new Ulaan that doesnt have the outdated ZZ~ Cliff. The map is having a large area lowered down with Height brush and Cliff +2 at the south line of the map.
Also getting invisible doodads both in the editor and ingame, like castanar cabinets. I've tried lots of things lol.. :
- Saved as SC2Components, deleted Objects, rebuilt a new objects file as xml, started a new map with the same bounds, added all terrain, Objects, regions, XML data for the custom units, etc in case older one was corrupted but it's the same on the new map
- Changed Lighting in the Tileset to others or default, changed tileset to another one, changed model's data Basic - Lighting of these doodads (data shows 'unknown' to some castanar objects)
- changed all to be on Cliff level 0 or +2 in case putting them on a depression brushed with lowering the height much lower cast a shadow but no even on higher elevation they still stay
It is not only on doodads, at any given random time either the doodads or the cliff walls may turn black, units such as gates, too.
If it is graphics bug - i havent had such thing in Bnet campaign, ladder or any other map (same Castanar models on another map are perfect and never turn black). First screen was during WoL but it was on High settings, while now is on Ultra. Im not lowering settings to favour one map, this is not a solution. Idk why Castanar Cabinets become invisible too and randomly.
Btw if you go to Graphics and click 'Accept' the changes without even changing anything this blackness disappears (until you start your map again another time) at least on most places and they become normal with only few parts still black here and there but this is not on any other map idk lol. Nvidia card here.
New find
I noticed that items become black especially at the position where Camera is panned with Pan Camera trigger. So if I dont want the doodads below to appear like that on start, I set pan camera someway away from it (and objects become black at that new camera pan location). Not a solution but is this black a camera problem?
'Some of us' couldn't even post/edit/PM because it may have recognized as a bot if you logged from more than 1 place, giving 'internal server error' after hanging on a post/reply request. Thankfully they fixed it.
That's fine, it doesn't need help anymore and I dont think there is a way. I was once told to not use but I was used to having -1 cliff and using that space as playable. I will use the height brush from now on.
This has been annoying since years and I was unable to find a way to solve it. For a reason I have at least 1 map where I use pathing to allow placing and playing in an area with Lower Cliff, it is for an underground base. I also use Level 2 Cliff as surface to make the underground look even deeper. In that way the Selection and Target are appearing way above (I dont remember playing with the Modify Height Field much or if that is the reason). In fact, you cannot even target anything, pick items, use abilities as you always get 'must target unit'. Funny enough - even order unit triggers may not get the target well or at all (such as picking up an item). Is there a way in Advanced or whichever data that can make selection and target plane lower? At least in the editor it looks to me you can select from above just fine.
I need to fix this now but maybe in the future will use the normal Cliff level and lower ground with the brush for any other place underground - Height Brush doesnt cause these problems of not able to select or target. Still, curious if there is a way with Lowered Cliff and the bad selection.
It is for an underground base that has a ceiling (one that I made flying units to retain their height everywhere with setting them to height of region on the surface even though the underground area is cliff -1 -2 down, otherwise air units would sink down). I know how to detect regions but not how the ground and air type of units can ignore each other.
I want to make air units not being able to shoot ground units in this area and vise-versa. I can use a trigger to add the buff and remove if in the region or not. Solved
This is easy actually - to attack invulnerable it requires modifying the Weapon to Allow Invul. At best - create duplicate weapon of it and set it to Allow Invul. If it has ground attack, disable the ground and structure attack, Ground (Excluded) Structure (Excluded). Then using triggers based on where the unit is located in region:
Unit - Add 1 Invulnerable (this is a behavior) to Viking (Fighter Mode) [31.13, 32.22] from (Unit(Any Unit))
(because you will see the life - otherwise it is hidden with set Unit State or Make Unit Invul actions)
This is to make the unit invulnerable or vuln based on location. Then use triggers to add/remove Weapon (switching from the original weapon that doesn't allow Invulnerable to the duplicate that disallows shooting ground and allows invulnerable and requires air only)
Enters the region:
General - If (Viking (Fighter Mode))
Actions
Unit - Add 1 Invulnerable to (Triggering unit) from (Unit(Any Unit))
Unit - Remove Viking - Lanzer Torpedoes from (Triggering unit)
Unit - Add Viking - Lanzer Torpedoes Above Facility to (Triggering unit) using turret No Game Link
General - If (Wraith)
Actions
Unit - Add 1 Invulnerable to (Triggering unit) from (Unit(Any Unit))
Unit - Remove Wraith - Burst Lasers from (Triggering unit)
Unit - Remove Wraith - Gemini Missiles from (Triggering unit)
Unit - Add Wraith - Gemini Missiles Above Facility to (Triggering unit) using turret No Game Link
Leaves:
General - If (Viking (Fighter Mode))
Actions
Unit - Remove 1 Invulnerable from (Triggering unit)
Unit - Remove Viking - Lanzer Torpedoes Above Facility from (Triggering unit)
Unit - Add Viking - Lanzer Torpedoes to (Triggering unit) using turret No Game Link
General - If (Wraith)
Actions
Unit - Remove 1 Invulnerable from (Triggering unit)
Unit - Remove Wraith - Gemini Missiles Above Facility from (Triggering unit)
Unit - Add Wraith - Burst Lasers to (Triggering unit) using turret No Game Link
Unit - Add Wraith - Gemini Missiles Above Facility to (Triggering unit) using turret No Game Link
I have a unit based on Tosh and I want to remove the white border around the wireframe to make the unit appear as regular unit with the color of the border specific to the race played. The white border is UI: Unit Border Subgroup Color in actor-UI. If I made it black both Border Normal Color and the Subgroup, the border disappears completely. I checked Unit Test Hero and regular units can have both Black and the border is fine, Does any1 know how to fix this?
I decided to check it when I also noticed after yesterday's patch today they returned the Bnet lotv main menu music back to normal, as it was using the WoL music. I thought it was a license problem because the editor still starts with Liberty dependency instead of lotv's but the MP3 I can also confirm - work, nice they fixed it sooner than I thought.
I decided to use 'every 0.1 s' for smoother moving where I add the above you posted. And changing height to random between 0.075 and 0.1 over 0.1 sec and all under an Every 0.1 seconds Real Time. Now I only have to see if I can limit the camera to not view the edges of the map as it goes up, if there is a way, if not this will not be a big deal.
I found a way, though I was imagining a more smooth way to do camera follow upward. My Periodic event is every 1.0 second and in it I use this change camera property to make it do so:
Camera - Apply Camera 001 for player 1 over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
Camera - Set Camera 001 Height Offset to ((Camera 001 Height Offset) + (ΔA / 3.0))
Or I can use another periodic event with every 0.1 sec to move 0.1 up - only because this event is before the game is done, otherwise such 0.1 periodic event is no good. I know about Camera - Turn camera height displacement On/Off but this would start looking at the unit from below if the unit went upward higher than the camera and changing the Z offset is the only way to follow always from top.
0
Perfect. thanks again :)
0
Thanks, it works with adding the texture as Diffuse, then the same as Alpha and setting Color param to A, Im only getting some red team color lines around the alpha-ed part, like the white lines are red.
0
Does anyone know how, I think you need to use Mask and Blend under Materials - Basic Parameters. I need it for hair and the alpha channel appears black in 3ds max and in-game/editor appears as some blueish field. I cant get the alpha to work, I wont use team colors with that material which is for head and face. Tried RGBA change to RGB in Color Operations but it still appears black (underlined in white)
0
Must have been an early stage of the Spear's deploy Pylon, they probably thought Protoss cannot warp strucs and they have to walk. Or pylon overcharge was meant to be a pylon into a walking pylon colossus! Warp units, while walking and AoE like a collossus. balance ftw.
0
Ohhhh I was just going to make a thread about it, now what I have is the same and may be related. But I am not sure if mine started ever since I changed pc when Heart of the Swarm was released where I went from High settings to Ultra on the new system (or maybe it started when i first opened it in lotv)
I have a map that's been made on WoL and never had these problems with WoL. They started when I first opened and worked on it in HotS and continue with lotv. Now randomly different doodads, the cliff walls or doodads will turn black like as if their emissive becomes their diffuse, Tileset is custom, lighting is Ulaan but I just duplicated and redid the custom tileset to the new Ulaan that doesnt have the outdated ZZ~ Cliff. The map is having a large area lowered down with Height brush and Cliff +2 at the south line of the map.
Also getting invisible doodads both in the editor and ingame, like castanar cabinets. I've tried lots of things lol.. :
- Saved as SC2Components, deleted Objects, rebuilt a new objects file as xml, started a new map with the same bounds, added all terrain, Objects, regions, XML data for the custom units, etc in case older one was corrupted but it's the same on the new map
- Changed Lighting in the Tileset to others or default, changed tileset to another one, changed model's data Basic - Lighting of these doodads (data shows 'unknown' to some castanar objects)
- changed all to be on Cliff level 0 or +2 in case putting them on a depression brushed with lowering the height much lower cast a shadow but no even on higher elevation they still stay
It is not only on doodads, at any given random time either the doodads or the cliff walls may turn black, units such as gates, too.
If it is graphics bug - i havent had such thing in Bnet campaign, ladder or any other map (same Castanar models on another map are perfect and never turn black). First screen was during WoL but it was on High settings, while now is on Ultra. Im not lowering settings to favour one map, this is not a solution. Idk why Castanar Cabinets become invisible too and randomly.
Btw if you go to Graphics and click 'Accept' the changes without even changing anything this blackness disappears (until you start your map again another time) at least on most places and they become normal with only few parts still black here and there but this is not on any other map idk lol. Nvidia card here.
New find I noticed that items become black especially at the position where Camera is panned with Pan Camera trigger. So if I dont want the doodads below to appear like that on start, I set pan camera someway away from it (and objects become black at that new camera pan location). Not a solution but is this black a camera problem?
0
'Some of us' couldn't even post/edit/PM because it may have recognized as a bot if you logged from more than 1 place, giving 'internal server error' after hanging on a post/reply request. Thankfully they fixed it.
0
That's fine, it doesn't need help anymore and I dont think there is a way. I was once told to not use but I was used to having -1 cliff and using that space as playable. I will use the height brush from now on.
0
This has been annoying since years and I was unable to find a way to solve it. For a reason I have at least 1 map where I use pathing to allow placing and playing in an area with Lower Cliff, it is for an underground base. I also use Level 2 Cliff as surface to make the underground look even deeper. In that way the Selection and Target are appearing way above (I dont remember playing with the Modify Height Field much or if that is the reason). In fact, you cannot even target anything, pick items, use abilities as you always get 'must target unit'. Funny enough - even order unit triggers may not get the target well or at all (such as picking up an item). Is there a way in Advanced or whichever data that can make selection and target plane lower? At least in the editor it looks to me you can select from above just fine.
I need to fix this now but maybe in the future will use the normal Cliff level and lower ground with the brush for any other place underground - Height Brush doesnt cause these problems of not able to select or target. Still, curious if there is a way with Lowered Cliff and the bad selection.
0
It is for an underground base that has a ceiling (one that I made flying units to retain their height everywhere with setting them to height of region on the surface even though the underground area is cliff -1 -2 down, otherwise air units would sink down). I know how to detect regions but not how the ground and air type of units can ignore each other.
I want to make air units not being able to shoot ground units in this area and vise-versa. I can use a trigger to add the buff and remove if in the region or not. Solved
This is easy actually - to attack invulnerable it requires modifying the Weapon to Allow Invul. At best - create duplicate weapon of it and set it to Allow Invul. If it has ground attack, disable the ground and structure attack, Ground (Excluded) Structure (Excluded). Then using triggers based on where the unit is located in region:
Unit - Add 1 Invulnerable (this is a behavior) to Viking (Fighter Mode) [31.13, 32.22] from (Unit(Any Unit))
(because you will see the life - otherwise it is hidden with set Unit State or Make Unit Invul actions)
This is to make the unit invulnerable or vuln based on location. Then use triggers to add/remove Weapon (switching from the original weapon that doesn't allow Invulnerable to the duplicate that disallows shooting ground and allows invulnerable and requires air only)
Enters the region:
General - If (Viking (Fighter Mode))
Actions
Unit - Add 1 Invulnerable to (Triggering unit) from (Unit(Any Unit))
Unit - Remove Viking - Lanzer Torpedoes from (Triggering unit)
Unit - Add Viking - Lanzer Torpedoes Above Facility to (Triggering unit) using turret No Game Link
General - If (Wraith)
Actions
Unit - Add 1 Invulnerable to (Triggering unit) from (Unit(Any Unit))
Unit - Remove Wraith - Burst Lasers from (Triggering unit)
Unit - Remove Wraith - Gemini Missiles from (Triggering unit)
Unit - Add Wraith - Gemini Missiles Above Facility to (Triggering unit) using turret No Game Link
Leaves:
General - If (Viking (Fighter Mode))
Actions
Unit - Remove 1 Invulnerable from (Triggering unit)
Unit - Remove Viking - Lanzer Torpedoes Above Facility from (Triggering unit)
Unit - Add Viking - Lanzer Torpedoes to (Triggering unit) using turret No Game Link
General - If (Wraith)
Actions
Unit - Remove 1 Invulnerable from (Triggering unit)
Unit - Remove Wraith - Gemini Missiles Above Facility from (Triggering unit)
Unit - Add Wraith - Burst Lasers to (Triggering unit) using turret No Game Link
Unit - Add Wraith - Gemini Missiles Above Facility to (Triggering unit) using turret No Game Link
0
Oh it worked! Has to be in Table view though, then resetting both color fields to GenericUnitBase. Thanks! +1
0
I have a unit based on Tosh and I want to remove the white border around the wireframe to make the unit appear as regular unit with the color of the border specific to the race played. The white border is UI: Unit Border Subgroup Color in actor-UI. If I made it black both Border Normal Color and the Subgroup, the border disappears completely. I checked Unit Test Hero and regular units can have both Black and the border is fine, Does any1 know how to fix this?
0
I decided to check it when I also noticed after yesterday's patch today they returned the Bnet lotv main menu music back to normal, as it was using the WoL music. I thought it was a license problem because the editor still starts with Liberty dependency instead of lotv's but the MP3 I can also confirm - work, nice they fixed it sooner than I thought.
0
@Skoite: Go
Thanks again Skoite :), i'll be on my own with this
0
@Skoite: Go
Yes, it is better, thanks, so run once these and
I decided to use 'every 0.1 s' for smoother moving where I add the above you posted. And changing height to random between 0.075 and 0.1 over 0.1 sec and all under an Every 0.1 seconds Real Time. Now I only have to see if I can limit the camera to not view the edges of the map as it goes up, if there is a way, if not this will not be a big deal.
0
I found a way, though I was imagining a more smooth way to do camera follow upward. My Periodic event is every 1.0 second and in it I use this change camera property to make it do so:
Camera - Apply Camera 001 for player 1 over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
Camera - Set Camera 001 Height Offset to ((Camera 001 Height Offset) + (ΔA / 3.0))
Or I can use another periodic event with every 0.1 sec to move 0.1 up - only because this event is before the game is done, otherwise such 0.1 periodic event is no good. I know about Camera - Turn camera height displacement On/Off but this would start looking at the unit from below if the unit went upward higher than the camera and changing the Z offset is the only way to follow always from top.