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    posted a message on [Solved] Replicant Ref_Target Error

    If the Marauder attack the Replicant. It will launch an error. 

    Ref_Target TAV SOPAtach volume cannot  bla bla.

    I recalled the full Actor again without the ImpactAttachQuery Methods

    It is present by default, so do not have to be called.  I think so.

    Anyway its works perfect and inclusive after research the grenades it slow target.

     

    Copy and paste this in your Actor XML data here below. It will fix the problem and still 100 % Functional.

     

    <CActorAction id="MarauderAttackLeft" parent="GenericAttack" effectImpact="PunisherGrenadesU" effectLaunch="PunisherGrenadesLMLeft">
    <LaunchAttachQuery Methods="AMFilterWeaponLeft"/>
    <LaunchAssets Model="MarauderAttackLaunch" Sound="Marauder_AttackLaunch"/>
    <ContainerAssets Sound="Marauder_AttackLaunch"/>
    <ContainerSiteOps Ops="SOpAttachHarness SOpForwardTargetPoint SOpMarauderAttackLeftOffset"/>
    <Missile value="MarauderAttackMissile"/>
    <!--ImpactAttachQuery Methods="AMFilterTarget AMProximityAll"/-->
    <ImpactMap index="None" Model="MarauderBaseAttackImpact" Sound="Marauder_AttackImpact"/>
    <ImpactMap index="Flesh" ModelReaction="BloodTargetImpact"/>
    <ImpactPhysics Name="PunisherGrenadesImpact" MatchKeys="Basic" Physics="MarauderAttackDeathForce"/>
    </CActorAction>
    <CActorAction id="MarauderAttackRight" parent="GenericAttack" effectImpact="PunisherGrenadesU" effectLaunch="PunisherGrenadesLMRight">
    <LaunchAttachQuery Methods="AMFilterWeaponRight"/>
    <LaunchAssets Model="MarauderAttackLaunch" Sound="Marauder_AttackLaunch"/>
    <ContainerAssets Sound="Marauder_AttackLaunch"/>
    <ContainerSiteOps Ops="SOpAttachHarness SOpForwardTargetPoint SOpMarauderAttackRightOffset"/>
    <Missile value="MarauderAttackMissile"/>
    <!--ImpactAttachQuery Methods="AMFilterTarget AMProximityAll"/-->
    <ImpactMap index="None" Model="MarauderBaseAttackImpact" Sound="Marauder_AttackImpact"/>
    <ImpactMap index="Flesh" ModelReaction="BloodTargetImpact"/>
    <ImpactPhysics Name="PunisherGrenadesImpact" MatchKeys="Basic" Physics="MarauderAttackDeathForce"/>
    </CActorAction>

    Posted in: Art Assets
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    posted a message on [ Check Video - Full Protoss Factions Mode ready. Just last details ]

    As u can see is not ready. Keep working in some Actors details like pylon placement radio and other small details.

     

    And here u can see the replicant model problem. same problem with the original as well.

     

    And again Consoles models are ready for each faction. I got a way by Rewards but if I do it. The mode will be banned hope to find the way for mouse cursor and Console. Soon, rest been worked out.

     

    Please let me know, if Or someone know how to do it.

     

    1rst 10 min are Taldarim base. The other 10 min are AI Shakuras enjoy.

    Posted in: Artist Tavern
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    posted a message on [ Check Video - Full Protoss Factions Mode ready. Just last details ]

    Ok, Taldarim full ready, now testing.

    (Some effects too red, others really pink, difficult to get all of them same colour tone)

    But working on it.

     

    All my Models been tested under any possible condition, before be realized. 

    I have a problem with the Replicant model, (Original & Retextured) is a bug in the model. Check Marauder attack Impact.

    I’m trying to fix that, or I fix the Replicant model, or the Marauder weapons. 

     

    I will place a video again to u guys, see the Shakuras and The Taldarim under testing conditions.

     

    In this particular video game is off line, im giving resources and some times god mode, otherwise I can not test it.

    Again; Testing Conditions.

    Posted in: Artist Tavern
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    posted a message on (After last patch 3.171 Editor Command Enter and others do not work in XML. )

    Wow.  The Editor After last patch 3.171 is really unestable. 

     

    I have to turn off and on again computer to the editor allow me to import something with out colapse.  ) :

     

    To fix that you must type %temp% (temporary files and remove enverithing) thats fix this paricular problem.

     

    Hope they fix it soon. now is almost imposible to work with it.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on (After last patch 3.171 Editor Command Enter and others do not work in XML. )

    In reply to Forge_User_24010345:

     Thank u. I almost uninstall the game, to install again.
    It is Really Bad. Now we must waith they fix it.
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on (After last patch 3.171 Editor Command Enter and others do not work in XML. )

    I have windows 10 and working actually in a Mod. for almost 1 year.

    After last patch my xml do not allow me to move the text.

    Command ß| enter or ß back do not works.

    Do others are having same problem or just me? 

     

    Please check and let me know.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [ Check Video - Full Protoss Factions Mode ready. Just last details ]

    More News. Shakuras is Full tested and ready.

     

    Now taking care of Taldarim , starting with the Decal on units and buildings. ( :

    Posted in: Artist Tavern
  • 0.962162162162162

    posted a message on [ Check Video - Full Protoss Factions Mode ready. Just last details ]

    Here guys a part of my work.

     

    Is not finished but hope Shakuras and Taldarim are ready before the end of this year.

     

    All; Units, Units Deaths, Buildings, Buildings Deaths,  Full  Abilities Effects,  Buttons, and Cursors.

    Consoles are done. But can not find the way to make it works at the moment.

     

    It is a mod. You can Add it in on Dependencies.

    After that; Give a upgrade to the player and ready. 

    All will be changed automatically.

     

    All what u have to do is to take care of your map.

     

    Please look at my video. Really bad my first video in youtube.    / :

     

     

    Posted in: Artist Tavern
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    posted a message on [ Solved ] SC2 Editor Model for the pylon or nexus weapon Photon Overcharge ?

    Yea, ur right. 

     

    Thanks. 

    Posted in: Artist Tavern
  • 0

    posted a message on [ Solved ] SC2 Editor Model for the pylon or nexus weapon Photon Overcharge ?

    In reply to djt312:

     Ok. I will give a try and let u know.
    Thanks ( ;
     
    Posted in: Artist Tavern
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    posted a message on [ Solved ] SC2 Editor Model for the pylon or nexus weapon Photon Overcharge ?

    Do somebody know what is the name on the SC2 editor for the Photon Overcharge Model?

     

    I just can not find it.  ) :

    Posted in: Artist Tavern
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    posted a message on [ Solved ] Do some one know how to properly save the *.dds files ?

    Thank you. For your Advice.

    I solved the problem.

     

    1.- I always save information of each model and textures I make.

    2.- Existing Textures cannot been modified. Why? Is affecting other models as well.

    3.- I found the textures and rename it, or  keep it and use the original.

    4.- I removed all the textures that or ready exist in the game.

     

    And then no more errors.

     

    I’m using Paint.net, and works perfect, do not need any add-on and is free.

     

    Posted in: Artist Tavern
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    posted a message on [ Solved ] Do some one know how to properly save the *.dds files ?

    Some models requires more than 7 textures the limit is 6. 

     

    I been forced to create new models.  Just SC2 Art tool can import a tga and convert it to *dds. But most of the new models are not editable with the import export tools we have for 3DMax Cad.

     

    I been working with printin tool and Blender. 

     

    I tried downloaded models as well and looks like, nobody is paying attention on this, most of them they have same error. 

    Posted in: Artist Tavern
  • 0

    posted a message on [ Solved ] Do some one know how to properly save the *.dds files ?

     

    I been retexturing some models.  I have this kind of message error in the Game logs.

    I’m using PaintNet Program and I tried saving different ways. But the error doesn’t goes. 

     

    Here some examples;

     

     

    GFX 01:15:23.670 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\glow_orange3.dds
    GFX 01:15:34.278 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\tronhex1_green_add2.dds
    GFX 01:15:34.498 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\techcube2_green.dds
    GFX 01:15:34.499 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\tech_en01fill2_green.dds
    GFX 01:15:34.660 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\energyplane3_green.dds
    GFX 01:15:35.069 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\pylon_purifier_diffuse.dds
    GFX 01:15:35.070 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\glow_orange2.dds
    GFX 01:15:35.119 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\assimilator_purifier_specular.dds
    GFX 01:15:35.180 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\assimilator_emissive_dark.dds
    GFX 01:15:35.211 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\energyplane3_orange.dds
    GFX 01:15:35.336 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\forge_purifier_diffuse.dds
    GFX 01:16:01.324 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\darkzealot_specular.dds
    GFX 01:17:29.316 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\stargate_purifier_diffuse.dds
    GFX 01:17:59.336 WARNING: Texture DB does not match file info or file is corrupt for assets\textures\voidray_specular.dds

     

    Posted in: Artist Tavern
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