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    posted a message on Brand new, unseen Xel'Naga and Hybrid Concept Art from "The Cinematic Art of StarCraft"

    Now that these designs are out there, somebody should totally make custom models based on them. Particularly that black-and-orange Hybrid Destroyer could be done

     

    This one would also be really interesting (in the lower right). I wonder what animation set would best suit it.

     

     

    Also, this one:

     

    Posted in: General Chat
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    posted a message on Brand new, unseen Xel'Naga and Hybrid Concept Art from "The Cinematic Art of StarCraft"

    In reply to DefilerRulez:

     At least we got the Hybrid Nemesis. I notice there are clear similarities between it and some of these concepts, particularly the weirder ones. But more variety would have been excellent, especially considering all the hard work that was put into the concepts.

    Posted in: General Chat
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    posted a message on Trying to enable console skins in triggers– UI colors not changing

    In reply to DrSuperEvil:

     I'm pretty sure Set Player Color and CCommander_Color only affect team color. It seems as if whatever's controlling the UI textures is more complex, but I can't find what's actually replacing the textures and why it's not working.
    Posted in: Triggers
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    posted a message on Trying to enable console skins in triggers– UI colors not changing

    MIn reply to DrSuperEvil:

     Are you talking about team color or the UI buttons? My issue is that the console buttons and textures are not changing color when I change the console skin with this method, but are instead remaining blue. They should be orange, as in the below image:
     
    I don't think the UI colors are controlled with triggers, as the colors are supposed to be tied to the console skin, which is just set using the commander data. But I could be wrong. Do you know of any triggers in the co-op dependencies that control the UI textures this way?
    Posted in: Triggers
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    posted a message on Trying to enable console skins in triggers– UI colors not changing

    In reply to DrSuperEvil

     Currently, I'm using the "Set Player Commander" trigger. I'm setting the commander to a custom commander I've created, titled "Purifier". In the console skin field for that custom commander, I have set the Purifier console skin. This changes the console graphics, but not the colors of other UI elements.
    I've also found that you can set the Blizzard commanders using triggers as long as you delete the product identifier string from their data. But even setting the player commander to Fenix does not cause the UI colors to change.
     
    Posted in: Triggers
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    posted a message on Trying to enable console skins in triggers– UI colors not changing

    I am trying to set the console skin using triggers, but there doesn't seem to be an option for it the way there is for unit skins. I ended up having to set it by enabling a custom commander that has the console skin specified. While the model for the console is changing successfully, unfortunately, the UI colors aren't changing to match it. For example, the button colors for the Purifier console are remaining blue, instead of changing to orange.

     

    The only workaround I have found to get the UI elements to be the right colors is to quickly switch the player race to a different race and back using triggers, with a slight time gap in between, just before or after the console is changed. Unfortunately, this creates significant lag.

     

    I have been investigating the game's files at this location on github, but the following is the best I've found. I don't know what's causing the issue, or how I'm supposed to get the correct UI colors to appear.

     

    https://github.com/SC2Mapster/SC2GameData/blob/master/mods/core.sc2mod/base.sc2data/UI/FontStyles.SC2Style

     

    https://github.com/SC2Mapster/SC2GameData/blob/master/mods/core.sc2mod/base.sc2data/UI/Layout/Common/StandardConsoleSkinConstants.SC2Layout

    Posted in: Triggers
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    posted a message on Where is the Tal'darim console?

    The Tal'darim and Simulant consoles are actually created with custom UI files, and don't have any models. Somehow having that skin equipped enables those UI elements.

    Posted in: General Chat
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    posted a message on Hybrid 4th Race Multiplayer Mod Assets

    Hey GhostNova, do you intend to fix those attachment issues you mentioned? If not, is there any chance that you could upload the original Blender/Max files, so that other modelers could try to fix the issues? Many of the models throw errors when I try importing them into Blender or 3ds Max, making it impossible for me to fix them.

     

    EDIT: I have so far managed to fix issues with both the Sentinel and Annihilator, using Blender. I would fix the Flayer, but it throws errors when it tries to import and instead imports nothing.

    Posted in: Project Workplace
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    posted a message on [Showcase]Ghostnova's models

    GhostNova, I would like to make a suggestion about the unit quotations for the Hybrid Mod. Because you probably won't be able to create any original dialogue for the Hybrids, my suggestion is to use Maar's quotes with different changes in pitch for certain units (probably the more Protoss-based ones), and the lines of Zerg units from the campaign (Brutalisk, Primal Zergling / Ultralisk, Leviathan, etc,) for the others, perhaps also with altered pitch to make them sound more unique.

    Posted in: Artist Tavern
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    posted a message on [Showcase] SoulFilcher's models

    Hey SoulFilcher, do you intend to eventually release that Primal Drone model that you created with GhostNova? It was awesome, but you only ever released the purple evolution version.

    Posted in: Artist Tavern
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    posted a message on [Showcase]Ghostnova's models

    GhostNova, I just thought I should warn you that the lights orbiting around the Annihilator don't change colour with the colour team colour on hostility option (Option + F).

    Also, do you intend to release these hybrid models? Or did you just make them for yourself? (The Zealot/Hydralisk hybrid was made for SC: Universe, if I am correct.)

    (PS: Those unit portraits are amazing. I've never before seen custom portraits this good. Most of the stuff out there is just retextures or minor edits, but these are almost like completely unique portraits. The Hybrid Adept portrait is my favourite.)

    Posted in: Artist Tavern
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