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    posted a message on Issues Creating Burrowed Zerg Movable Unit

    The unit worked as it should regarding to the burrow ability (morph). I had this properly set up already. Is the animations what troubled me (Stand Burrow,Walk Burrow).

     

    The animation I wanted to skip is named "Stand Burrow", no numbers on it. I'm using Ultralisk_CollectionSkin_Webby.m3 model, with UltraliskEx1_RequiredAnims.m3a set up in the Animations (Required)+ field in the actor catalog. For some reason, adding this m3a also added some redundant animations that were already present in the unit (2 stands, 2 attacks, etc etc)

     

    Using Zerg Burrow Standard Anim Macro in the Macros+ field, resulted in the unit being static when standing burrowed (what I wanted), but with no animation when walking burrowed. On the other hand, using Zerg Burrow Mobile Anim Macro (used by the Roach and the Infestor), resulted in a buggy Stand Burrow animation loop, and a proper Walk Burrow animation.

     

    So, following your advice DrSuperEvil, and since I had to modify these macros to do what I wanted, I added new events to the main actor and removed the standard macros. The code I added is the following:

     

    <!-- Ultralisk Webby Zerg Burrow Animations -->

    <On Terms="AbilMorph.*.Start; AbilKey BurrowDown" Send="AnimBracketStart Burrow Burrow IGNORE Unburrow ClosingFull,OpeningPlayForever,DontResetOnUnhide"/>

    <On Terms="AbilMorph.*.Finish; AbilKey BurrowDown" Send="AnimBaselineStop"/>

    <On Terms="AbilMorph.*.Start; AbilKey BurrowUp" Send="AnimBaselineStart"/>

    <On Terms="AbilMorph.*.Start; AbilKey BurrowUp" Send="AnimBracketStop Burrow"/>

    <On Terms="AbilMorph.*.Finish; AbilKey BurrowUp" Send="AnimBracketStop Burrow Instant"/>

    <On Terms="AbilMorph.*.Finish; AbilKey BurrowUp" Send="AnimClear Burrow"/>

    <On Terms="UnitMovementUpdate.UltraliskWebbyBurrowed.Walk" Send="AnimPlay Burrow Walk,Burrow PlayForever"/>

    <On Terms="UnitMovementUpdate.UltraliskWebbyBurrowed.Stand" Send="AnimPlay Burrow Stand,Burrow PlayForever,NonLooping"/>

     

    The Stand Burrow animation is played one time only and stopped in its last frame. Since the loop was what bugged it, now it works fine. The AnimBaseline is stopped while burrowed and restored on unburrow.

     

    I also added code for the Burrow Effects, and some extra FX made from the Ultralisk Burrow Charge Model, using timers as suggested.

     

    <!-- Ultralisk Webby Zerg Burrow FX -->
    <On Terms="AbilMorph.*.Start; AbilKey BurrowDown" Send="Create UltraliskWebbyBurrowMoveEffectExtra"/>
    <On Terms="UnitMovementUpdate.*.Stand" Target="UltraliskWebbyBurrowMoveEffectExtra" Send="AnimPlay Main Stand PlayForever"/>

    <On Terms="UnitMovementUpdate.*.Walk" Target="UltraliskWebbyBurrowMoveEffectExtra" Send="AnimPlay Main Walk PlayForever"/>

     

     <!-- Ultralisk Webby Zerg Burrow extra FX taken from UltraliskBurrowChargeModel -->
    <On Terms="ActorCreation" Send="StatusSet WalkBurrowFX 0"/>
    <On Terms="AbilMorph.*.Start; AbilKey BurrowDown" Send="TimerSet 0.400000,0.200000 WalkBurrowFX"/>
    <On Terms="TimerExpired; TimerName WalkBurrowFX; IsStatus WalkBurrowFX 1; !ModelIsLowQuality" Send="Create UltraliskWebbyBurrowChargeModel"/>
    <On Terms="TimerExpired; TimerName WalkBurrowFX" Send="TimerSet 0.400000,0.200000 WalkBurrowFX"/>
    <On Terms="UnitMovementUpdate.UltraliskWebbyBurrowed.Stand" Send="StatusSet WalkBurrowFX 0"/>
    <On Terms="UnitMovementUpdate.UltraliskWebbyBurrowed.Walk" Send="StatusSet WalkBurrowFX 1"/>

     

    This solution works fine, but I suspect I still have room for improving it, since I want to learn better how the actor system works with StarCraft II. Any comments and suggestions are welcome.

     

    And, again, many thanks for your help DrSuperEvil.

    Posted in: Data
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    posted a message on Issues Creating Burrowed Zerg Movable Unit

    Hi!

     

    So I've been trying hard these last days to make a custom zerg unit work as movable when burrowed. But for some reason I'm not getting proper insight on how animations work with actor events. The unit burrows properly, but when burrowed things are not quite smooth.

     

    I'm using the Ultralisk webby model. I'm trying to reproduce the Infestor behavior when burrowed, I replicated some actor events blindly, but the result is not what I expect, since the stand burrow animation that is added from the Ultralisk m3a animations is for some reason bugged. So:

     

    1) How to tell the actor system to skip a precise animation? (in this case, the burrow stand one)

    2) How to add after that an event that properly uses the Walk Burrow animation?

    3) Which is the best way to add effects when moving burrowed (like the roach or the infestor have) to the unit and to the splat?

    4) Can I selectively add certain animations from an m3a file or do I have to add them all? (I xml edited the m3a, deleting unwanted animations, but the results were not as expected)

     

    I'm very confused about AnimBracket, AnimGroup and AnimPlay actions, if someone could clarify, I would be much obliged.

     

    Thank you everyone for your time.

    Posted in: Data
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    posted a message on Starcraft 2 coop Upcoming commanders

    I think the next commanders will be either Stukov or Tosh.

    I don't think Tosh is happening soon though, but it has a lot of chances and will be cool.

    Stukov on the other hand would have to have a custom-infested tech tree? That will be something I will definitely play.

    Posted in: Miscellaneous Development
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    posted a message on [Tutorial] Making a buff visual in Art tools

    Great tutorial man. You should definitely create more like these :)

    Posted in: Artist Tavern
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    posted a message on Have a look, there is my N-th model

    Great model indeed.

    Posted in: Artist Tavern
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    posted a message on Problem with Star Tools and shadows
    Quote from Zolden: Go

    Another possible issue may be caused by the fact, that some models that have been in m3 exporter, have mirror issue: one model part has proper normal, and the mirrored part has inverted ones. If we mirror anything we just created, it will handle the invertion, and normals will look correct on both sides. But if we got the mesh from m3 exporter, the issue may emerge (it's rare, though).

    I finally fixed it tweaking some UV maps and polishing the geometry welding things, fixing smoothing groups, etc. But that was a super weird issue.

    Posted in: Artist Tavern
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    posted a message on [Model Showcase] Warcraft Units

    Awesome work, as usual.

    Thanks Triceron.

    Posted in: Artist Tavern
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    posted a message on Interesting Things in Star Tool Open beta

    I found this when I played with physics a little bit. Should it be considered an "interesting thing about SC Art Tools Open Beta" or is it just me not understanding how physics work with them?

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models
    Quote from Zarxiel93: Go

    @DEFILERRULEZ: Go

    But exist a Doodad of the SC1 CC, so this will be a contradiction, because the model and doodad is different, and you agree the other day for CC SC1

    Look for this somewhere. This was modelled at some point:

    http://protos89.files.wordpress.com/2010/10/command_center.jpg

    http://www.freewebs.com/starcraftnurdz/terranstructures.htm

    That is NOT exactly the SC1 cc but it's actually the unwrecked version of the doodad you mention. In the end, you actually have a point, because they are different models but... COME ON lol

    Modelling is a hard task, and most of the time you'd have to see if doing something is worth enough the effort you put in it. Asking is free anyway... but modelling is not.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    Who said I would bother modelling SC1 CC? I mean, come on... (again)

    :D

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models
    Quote from Zarxiel93: Go

    About the SC1 Comand Center, is possible?

    Come on...

    Posted in: Artist Tavern
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    posted a message on Need Help with 3DSMAX .M3 Exporting

    :O :O :O

    Posted in: Artist Tavern
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    posted a message on Need Help With Exporting .M3 From 3DSMAX!!!

    You are right, I missed the uv map and skin, but it was implied in my statement. I can agree that remaking a material is somehow easy, but I go crazy when remaking the particle emitters.

    I'm aware of Leru's work, but I asked anyway, maybe I was missing something.

    Thanks for the answer :)

    Posted in: Artist Tavern
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    posted a message on [Model Showcase] Warcraft Units

    "WHO SUMMONED ME?"

    The mage model is... no words. Love it.

    Man, when the WC II remake?

    Posted in: Artist Tavern
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    posted a message on Need Help With Exporting .M3 From 3DSMAX!!!
    Quote from Zolden: Go

    ...later you could use it for import...

    Can it be used to import more than geometry and bone animations? If that is so, how?

    Thanks.

    Posted in: Artist Tavern
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