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    posted a message on Custom team colours still possible?

    Can that be used to make completely new team colors? If so, I'll for sure do that.

     

    EDIT: I managed to do what I original intended by copypasting my custom UI: Team Colors data into every section of gameplay data available in my mod. Observe:

    Posted in: Data
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    posted a message on KSNumedia's Models

    Those purifiers are great! Keep up the good work.

    Posted in: Artist Tavern
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    posted a message on Custom team colours still possible?

    I've tried changing the values of the default team colours (Data Editor > Advanced Game Data > Gameplay Data > UI: Team Colours), yet even if I drastically alter the values, nothing changes in the editor, and when testing the map, it uses the default colours, not my custom ones. Any idea what I'm doing wrong, if there's other stuff I need to modify besides those values?

    I know for a fact it at the very least USED to be possible, as I've played maps with custom team colours before. In addition, it SHOULD still be possible, since the Co-op dependency recently got completely different colors from the multiplayer and campaign dependencies. 

    Clearly I'm missing some other things that need to be edited.

    Posted in: Data
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    posted a message on Can you convert a dependent mod into an extension mod and vice-versa?

    I'm working on a project that will exist primarily as a mod to go along with campaigns that are in development, but I'd also like to have an extension available for people to play around with on melee maps. Would I have to painstakingly recreate the mod twice, or can I quickly duplicate one and convert to the other?

    Posted in: General Chat
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    posted a message on StarCraft 2: Redux

    There any playthroughs of this on YT yet? My mouse is too FUBAR to play anything click-heavy like an RTS right now, and I've been looking forward to this.

    Posted in: Project Workplace
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    @aZergBaneling: Go

    My trick to getting cutscenes to flow quickly in StarCraft I was to read the lines aloud in the voice and mannerism I imagine the character to have, timing each line while I do so with a stopwatch, and then adding 0.25-0.5 seconds on the transmission time for good measure. Going back to read the cutscenes after I do that tends to result in an easy, smooth read with little long pauses. Granted, some people are very slow readers, but you can't accommodate everyone, so it's best to aim for the majority rather than the slim minority of slow readers.

    Posted in: Project Workplace
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    posted a message on Mass Recall v6.0 Silver

    How much would you charge for a model as complex as that Citadel of Adun, as an example? I'm not certain I need specifically-made assets for anything I've been tinkering with, but you never know.

    Posted in: Project Workplace
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    posted a message on Mass Recall v6.0 Silver

    Will the models you make for this project be open for others to use (with credit of course)? They're absolutely stunning, and I've needed an observatory model for some time.

    Posted in: Project Workplace
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