Didn't change anything. For some reason the top of the model doesn't render well. It appears transparent.
Edit: Fixed it. Also, how do you make a particle emitter emit only on certain key frames?
The problem is near the new warp blades.
Maybe i should decrease the light they produce. Which value is that?
Still, nobody said anything about it. How do phoenix jet rays work? Like, the ones that are created behind it.
Also, how do i avoid having an object not getting lit by particles?
Leruster, i narrowed it down and it seems to be something the animations of all models. That's what prevents me from exporting on 2012.
Also, i gotta mention that those blades are ingame textures. Also, do you have any idea on how the phoenix rays work? The ones it spawns behind it when it moves...
Leruster, in case somebody hasn't said anything about this yet, the script pops an error on line 2123, "akey.stcInd = M3E_findSTCframe akey.frame"
on 3ds max 2012.
Also, does anybody have an idea on what particles i should use for this?
I mean the "wings" on the back of the zealot. I also want to make the blade particles stronger, so that they look more solid.
Longstoryshort, no terrain. Good so far.
0x11 and 0x15 are map multipliers. Set both to 2, and your maps gets quadripled. Sadly, the game won't allow messing with these values.
There are 2 values, one for height and width which also adjust the more the camera increases. As a matter of fact, if we can get the right value, the game will accept ANY scale.
ALRIGHT. I am on this. I just need someone else who has worked on this to come on sc2mapster chat to combine our info to get the wanted result. I am THIS close to getting a 512x512 map.
Just realized D:
Damnit, why do people link old threads D:? I never look at dates.
I've made a fps "Spacebar Jump" ability. If you want it, tell me.
I didn't try it yet, but you should add a jump animation if you haven't already :p
We require more updatesssshhhh!