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    posted a message on What is tiling frequency in Terrain Texture Sets
    Quote from EdwardSolomon: Go

    @StragusMapster: Go

    That's what I thought it did, BUT it doesn't have any affect at all in the editor or in-game.

    I think it's bugged.

    I had the same experience, ended up resizing/editing DDS files to change textures' scale.

    Posted in: Data
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    posted a message on Help with Haven texturing

    The only grass texture I really like is Tarsonis Grass, nice yellow grass like from the Badlands in SC1.

    Posted in: Terrain
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    posted a message on How do you prevent a Rocker on an attachment from affecting the Host?

    The rocker keeps rocking the main unit actor along with the second actor it's on no matter what I do, I create the attachment with a simple Create message on the main unit actor.

    Posted in: Data
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    posted a message on Doodad on ramp

    A unit that works like a doodad really isn't a big deal.....look at all the units that have "Destructible" in their name, they are basically doodad units, just pick one you don't need then change its model and make it invulnerable & untargetable (in Unit - Flags)

    Posted in: Data
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    posted a message on Selecting multiple neutral units

    @jcraigk: Go

    I think you can do it by allying them, then using "Set Alliance Aspect" to disable things one by one.

    Posted in: Triggers
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    posted a message on [Solved] Neural Parasite Model Cleanup
    Quote from Undertaking: Go

    I made a duplicate of the Infestor so I could scale it larger. Then I made a duplicate of the Neural Parasite ability so that I could target air units with it. For the most part it works great. Everything works like it should until I go to kill the Infestor controlling another unit. When it dies the unit being controlled reverts control correctly, but the tentacle that was going from the Infestor to the controlled unit stays behind. It still follows the controlled unit around as if the Infestor were still alive. The Neural Parasite buff on the target even goes away, but the graphic of the tentacle stays behind.

    I've spent a bunch of time messing around with Validators and even tried re-cloning the ability, but to no avail. Any help would be most appreciated.

    Look in the Actors tab for actors with "infestor" or "tentacle" in their name, one of them must be the tentacle with events that reference the old infestor actor.

    Posted in: Data
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    posted a message on Do not Reply!!!

    I assume maps that are already really successful like NOTD and Star Battle would sell just fine, personally I don't much believe in selling maps, it cheapens the medium and you won't really be able to live off of map-making, 999 times out of 1000 you won't anyway.

    Posted in: General Chat
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    posted a message on Replacing Cliff Textures - bugged

    @zorbotron: Go

    Looks like this bug has to do wih replacing only one texture (diffuse f.e) when an object has more, the solution is to either replace all of the textures or use 'texture select by id' for units/doodads.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Incorrect Unit Heights

    @patrickwobben: Go

    I think you need to mess with your map's "Base Height" field, it's in Map Options.

    Posted in: Miscellaneous Development
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    posted a message on Replacing Cliff Textures - bugged

    @zorbotron: Go

    I'm bumping this cos it hasn't gone away and to me it seems serious.

    Posted in: Miscellaneous Development
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    posted a message on SC1 Queen in editor

    A lot of terran buildings already respond to a "Colony Infestation" behavior by becoming visibly infested, only a few aren't set up for it (like the missile turret), and all you have to do is add an actor event for those (Behavior.ColonyInfestation.On -> Create InfestationBunker/InfestationEtc/)

    Posted in: Data
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    posted a message on Question?!?!!?

    Before you can lower the terrain to see the skybox, you have to make sure your Terrain Texture Set has "hide lowest level" checked and some Skybox models selected.

    Either pick Avernus / Braxis Alpha / Ulnar for your map or make your own set, but if you make your own just know that only the cliff meshes associated with space tilesets will look right if you hide the lowest level.

    Posted in: Melee Development
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    posted a message on Kerrigan Costume - The Office

    Fart.

    Posted in: General Chat
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    posted a message on Replacing Cliff Textures - bugged

    I replaced some cliff textures by importing them into a map and moving them to Assets\Textures, works except if I go to that map via a Set Next Map action (campaign style), the cliff textures are reset to normal. This doesn't happen when I test the map itself from the editor, or test it in-game, only when jumping to it from another map.

    If this can't be fixed, Is there a better way to replace cliff textures?

    ps: it's not a dependency issue, other textures (for doodads etc.) imported in the map work fine, in all cases

    Posted in: Miscellaneous Development
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    posted a message on Hide the armor icon (like with critters)

    How do you do it? Pasting the life armor icon data from a critter actor to the desired unit actor doesn't work..

    Posted in: Data
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