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    posted a message on Replacing model texture of existing model

    I duplicated the Korhal_Platform_SkyshieldEmblem actor + its model and created a custom texture of the same size and imported it.

    I've then tried to set the texture in the duplicated actor and made a texture declaration in the duplicated model but its still showing the original texture and gives me this warning:

     

    CActorDoodad[FootmenLogoEmblemeDoodad] FootmenLogoEmblemeDoodad assets\doodads\korhal_platform_skyshieldemblem\korhal_platform_skyshieldemblem_01.m3; Could not find texture with id FootmenLogoDiffuse.

     

    Custom texture:

     

    Duplicated Actor events:

     

    Duplicated Model:

    Posted in: Data
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    posted a message on Game attributes "locked when public"

    Just to make sure you have been the host when you tested them?

     ofc

    Posted in: Miscellaneous Development
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    posted a message on Game attributes "locked when public"

    still need to solve this :|

    Posted in: Miscellaneous Development
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    posted a message on Game attributes "locked when public"

    In reply to DrSuperEvilGamepedia:

     

     

    Posted in: Miscellaneous Development
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    posted a message on Game attributes "locked when public"

    anyone able to help? :(

    Posted in: Miscellaneous Development
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    posted a message on Game attributes "locked when public"

    when i disable "locked when public" in game attributes it still locks when i make the lobby public

     

    any ideas?

    Posted in: Miscellaneous Development
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    posted a message on FPS improvements

    so i have overtaken a map from another developer maybe sum of you know it (Footmen) was in most played for a long time and dropped for 3 years since the owner got inactive

     

    i got full file access now and did a lot of improvements, balance and new content like ELO systems, autobalance, achievements.....

    i almost completly reworked the triggers since sum of them were inefficient and used galaxy script directly when possible

     

    the problem is its a 3v3v3 game with auto spawning units and in late game bad pcs can have a hard time regarding FPS

    it also seems to have increased since i made a new map

    i could alrdy lower the FPS by 60 just by removing a single building that was huge but downscaled by me

    however i got the feeling that its related to the terrain since it seems to be way more sharper then the original one

     

    any ideas to boost FPS and can it be related to terrain sharpness?

     

    also attached a map img dunno if that helps but w/e

     

     *edit

    had no idea where to put this thread hope its at the right place .P

     

    Posted in: Melee Development
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    posted a message on problem with pathing

    kinda solved...

    seems like only a visual bug

    if i enable view ground in ->view show pathing it shows everything normal (almost)

     

    but i noticed this problem with other brushtools now aswell so it would still be nice to get an answer here

    Posted in: Terrain
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    posted a message on problem with pathing

    noone? i rly need to get this fixed :|

     

    i also discovered that when i use dynamic pathing fill and click on ground it detects all cliffs and only blocks ground

    however if i do the same on the cliffs then the same thing happens as in the video

     

    i checked all editor settings and i dont know what to do anymore

     

    when i draw pathing it appears at where i draw it but also at other regions as if it would be mirrored but in realtime

     

    please help me guys  :,(

     

    *edit

    made a nother vid that shows the problem more detailed

    Posted in: Terrain
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    posted a message on problem with pathing

    so since i used mirroring for terrain/doodads.... (i think so atleast) i got sum serious problems with the pathing tools.

    whenever i try to manually draw paths it just shows up somewhere else.

    if i use the filling tool + cliff check it also fucks up compeltly. i checked all cliffs so the problem is def not there.

    i only want to automatically fill all cliffs with no-pathing zones.

     

    i made a vid to better show what the actual problem is

     

    thy for all your help btw especially @drsuperevil

    i was kinda spamming the forum with questions but as u can see in the vid it has lead to something :D

    so thx for all your support guys

    Posted in: Terrain
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    posted a message on Banks and encryption

    im using banks to save player data like xp, lvls n stuff

    i also encrypt these values

    however this only works when the saved values are not always the same since its not a "real" encryption but just multiplying, adding,... the values with some random numbers the user cant now

     

    but what if i want to save achievements in the bank files where i literally just save 1 or 0 for each achievement? using that same method it would put the same numbers into the bank files and the user could easily find out which one stands for on and which for off.

     

    i could just merge all numbers to a big one then save it as string, encrypt it and for reading it iterate over each char and decrypt again

    not sure if that is the best method

     

    so:

    whats the easiest SAFE way 2 achieve this without actually coding a real encryption method?

     

    Posted in: Data
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    posted a message on button data reference issue

    ohh i see

    thx guys!

    Posted in: Data
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    posted a message on button data reference issue

    this always outputs 0 for some reason:

    Behavior,FaithLVL1,Modification,VitalMaxArray[1]

     

    VitalMaxArray[1] should be shieldpoints shouldnt they?
    shieldpoints are set as u can see in the image

    Posted in: Data
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    posted a message on problem with dash ability

    In reply to DrSuperEvil:

     i am using a launch missle effect alrdy and it didnt seem to work didnt know about the flag though
    gonna try that thx!
    Posted in: Triggers
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    posted a message on problem with dash ability

    so i made a dash ability which works fine

    the problem is i had to disable collisions for the caster so he can dash in a big mass of units (otherwise it wouldnt do anything cuz no place for the caster is found)

     

    i disabled collisions with behaviour->supress collisions

    the problem is that this also blocks cliff checks and pathfinding checks

     

    what is the best way to fix this? or how to do it a better way in general?

    Posted in: Triggers
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