I have a question. Recently I've made a redesign for the Void Ray, and I was trying to also made it have a receolored and tweaked beam-effect.
However I've run into somewhat of a snag.
While I have found the model and textures to change the actual weapon beam (the one that goes from the crystal to whatever it targets.)
I don't understand how the beam is created and with what model, of the piece that comes from the core of a void ray.
Above picture show what I'm referring to.
As you can see, the beam itself, as in the attack beam.... is purple Yay!!! exactly what I wanted.
but the blue bit.... that what comes from the core of the Void Ray, or when charged, is curved along the foreward arms.
Its still blue.. so this confuses me, I've changed all blue etxtures that the weapon used, and searched my ass off in the editor for any model I have missed.. but I lost.
Can someone please tell me what model is used for the blue beam? or... what texture?
Now I understand what it was.
I never realized how the entire paint weighting thing was about. Just did some tests with it now and I finally understand :D
This all makes things a WHOLE lot better!
But this time from a real blender remodelled design.
However I get stuck-ish....
The thing you say where I can make the stalker a parent works.. but not for the entire mesh of the void seeker.
For instance, the long tendrils to the front and back do not move.. what can I do to correct it?
I've tried addign in more constraints on either the mesh or the armature but it doesn't work.
I also have some problems with blender and Starcraft II models. I choose to use this thread as a more general area for encountered problems when using blender. So without further ado.
I've created some new models using existing models that I import through the m3 addon thing.
However when I export the model in as finished product I encounter trouble in-game.
The unit that uses the model can no longer be selected through a drag-box. (which is infuriatingly annoying)
Does anyone know how to solve this?
because I've also tested this with just taking a basic SC2 unit and just only swapped the model... and then the problem remains, leading me to believe that its something about the model why it can't be selected properly.
As soon as I saw your comment on the "Image Path" I nearly slapped myself in the face :P
THÁT is where I went wrong since I never edited it.
Changed it and got it working now.
Thanks!
On to a next question, one I've been wondering about.
Let's say I have imported 2 starcraft models and I want the latter to become an extension of the first (and as such also be included by the animation)
How exactly do I do this??
Lets say I open up my model "Hvygoliath.m3" and I go to the mesh and then into the material thing where you can set the textures.
What I should do for instance is: place the texturesthere each 1 in a slot, like in this picture you used for your tutorial:
(I currently only need diffuse for argument sake (as all other textures should work similar)
The textures "Diffuse" I find on my computer in the map: C:/document files/My name/Starcraft II/Mods/Assets/Textures/HvyGoliath_Diffuse.dds
Thats the location where I keep the textures for the mod.
Exactly what is it I am then supposed to do in SC2 Edtor?
I've just tried that path thing, but.....
I first imported the etxtures, saved, then imported my model, saved, but it still apears bright white...
This is just stupidly annoying.....
Hey guys, I'm trying to find the model viewer.
The way how it is described in the opening post is (I think) outdated.
Currently when I'm in the editor, where to I find the viewer now?
more importantly... where can I find the infomation as shown here:
I'm searching my head off but I can't figure out where in the world this bit of info is located nowadays....
Does anyone know by any chance where I can find the proper "prefix" any model has?
I'm currently trying to alter Nova's texture (the HOTS one) but the model name says its "NovaEx1.m3"
But using that as prefix doesn't work
I'm lost
Maybe this has been covered in here somewhere but.....
I have a problem with imported models in blender and assigning textures to them.
As near as I can figure: I import a model, and on the mesh (lets assume for argument sake there's just 1) I can assign textures in the materials tab and then navigate to textures. -> Then I choose "Image or video" and use the 'browse' function to find the diffuse, emissive etc etc.
These are then applied to the model (you can see them in the previewer)
BUT!!!! -> then I want to export the model again with textures and all, but when I import that new model in SC2 edit.... nothing.
I still end up getting a flashy-white polygon... and no textures of any kind.
I discovered when I imported my new model back into blender that the textures I assigned were gone (hence why they didn't show in SC2 edit)
-> Why haven't they been saved along with the model? and how do I fix this?
@ choice
At the start of the map, you need to have a loop over all players and then process the player's choice within it meaning that you require checks for the player attribute's states.
So, you will end up with a trigger firing on "map initialization", looping over all "active players" and checking their player attributes within that loop in order to spawn the correct units for the selection made.
@ creating units
I would create new race entries (or better, duplicate modify existing ones) in the data module and use the action that creates the starting units of a specified race at a specified point for a specified player. The point should be the starting point of that player.
Also, this allows you to easily transition back to a proper system once battle.net's lobby starts supporting custom races at all.
Thank you.
I also have used the module to create new races (from copies) and set the proper starting units. And this works fine (so 1 down I guess)
So far however it turns out that wrong players end up with the units of a faction they didn't pick.
What would be the best way to check these choices then?
Currently I have:
"Player Group - Pick each player in (Active Players) and do actions
- General - If (COnditions) then do (Actions) else do...
[condition]: If 'TERRAN B' = 'choose Faction' value for picked player
[action]: Melee - Create 'Terran B' starting units for (picked player)
I also added a remove unit action before this to make sure it would not try to create new units on top/next to the older starting unit.
In principle the action works, but not on the correct players.
I'm a bit confused how I can make it find the correct player.
Ok, I have searched but I could really find anything that described my problem.
I'm currently working on an extension mod to added various game-play modes to any game. many of the settings will be available through "Game Attributes" in the lobby and upon the start of the game I wish several actions to be taken.
For the more simple ones like: creating a building in the middle of map that does something, its fairly easy.
I've setup an attribute with statement "yes" or "no" wether this particular game addition must be used. If yes, the building is created and all is well.
But now I find myself making some attributes that are player specific.
Basically it comes down to having some subfactions for the 3 main factions.
My ideal wish is that I could expand the race selection screen with more entries.
But I can't find where this choice is made, inside the game attributes in the mod it doesn't show this.
So instead I elected to make a new game attribute which is player specific. It turns out that it adds a new 'slot' which shows the new options for subfactions, but these are not bound to the main race selection from what I see. In itself not really a problem.
What I'm striggling with is:
depedning on the choice say Terran faction B (starting out with a planetary fortress and 8 SCVs) I need to actually chance the starting units for the player that picked Terran faction B. But I can't get it to work. first I have no idea how to identify the player that choose this, and then how to I identify where the new starting units must be placed?
And last, I like to make the mod compatible for up to 10 players, so each players choices must be cycled through.
But how does one set a specific action to occur for a random player that can start at a random location?
I need help
0
Hi guys 'n gals,
I have a question. Recently I've made a redesign for the Void Ray, and I was trying to also made it have a receolored and tweaked beam-effect. However I've run into somewhat of a snag. While I have found the model and textures to change the actual weapon beam (the one that goes from the crystal to whatever it targets.) I don't understand how the beam is created and with what model, of the piece that comes from the core of a void ray.
Above picture show what I'm referring to. As you can see, the beam itself, as in the attack beam.... is purple Yay!!! exactly what I wanted. but the blue bit.... that what comes from the core of the Void Ray, or when charged, is curved along the foreward arms. Its still blue.. so this confuses me, I've changed all blue etxtures that the weapon used, and searched my ass off in the editor for any model I have missed.. but I lost.
Can someone please tell me what model is used for the blue beam? or... what texture?
Thanks in advance.
0
Thank you aswell !!! :)
0
FIXED
0
Now I understand what it was. I never realized how the entire paint weighting thing was about. Just did some tests with it now and I finally understand :D This all makes things a WHOLE lot better!
0
This message is long since solved.
0
Its fixed. Thanks man!!
tested it out to make my Paladin Unit:
But this time from a real blender remodelled design. However I get stuck-ish.... The thing you say where I can make the stalker a parent works.. but not for the entire mesh of the void seeker. For instance, the long tendrils to the front and back do not move.. what can I do to correct it? I've tried addign in more constraints on either the mesh or the armature but it doesn't work.
0
This may sound really dump. but "CRTL +P" doesn't do anything for me?
0
Hi,
I also have some problems with blender and Starcraft II models. I choose to use this thread as a more general area for encountered problems when using blender. So without further ado.
I've created some new models using existing models that I import through the m3 addon thing.
However when I export the model in as finished product I encounter trouble in-game. The unit that uses the model can no longer be selected through a drag-box. (which is infuriatingly annoying)
Does anyone know how to solve this? because I've also tested this with just taking a basic SC2 unit and just only swapped the model... and then the problem remains, leading me to believe that its something about the model why it can't be selected properly.
0
As soon as I saw your comment on the "Image Path" I nearly slapped myself in the face :P THÁT is where I went wrong since I never edited it. Changed it and got it working now. Thanks!
On to a next question, one I've been wondering about. Let's say I have imported 2 starcraft models and I want the latter to become an extension of the first (and as such also be included by the animation) How exactly do I do this??
0
Ok so hang on if I get this straight.
Lets say I open up my model "Hvygoliath.m3" and I go to the mesh and then into the material thing where you can set the textures. What I should do for instance is: place the texturesthere each 1 in a slot, like in this picture you used for your tutorial: (I currently only need diffuse for argument sake (as all other textures should work similar) The textures "Diffuse" I find on my computer in the map: C:/document files/My name/Starcraft II/Mods/Assets/Textures/HvyGoliath_Diffuse.dds Thats the location where I keep the textures for the mod.
Exactly what is it I am then supposed to do in SC2 Edtor? I've just tried that path thing, but..... I first imported the etxtures, saved, then imported my model, saved, but it still apears bright white... This is just stupidly annoying.....
0
Hey guys, I'm trying to find the model viewer. The way how it is described in the opening post is (I think) outdated. Currently when I'm in the editor, where to I find the viewer now? more importantly... where can I find the infomation as shown here: I'm searching my head off but I can't figure out where in the world this bit of info is located nowadays....
0
Does anyone know by any chance where I can find the proper "prefix" any model has? I'm currently trying to alter Nova's texture (the HOTS one) but the model name says its "NovaEx1.m3" But using that as prefix doesn't work I'm lost
0
Maybe this has been covered in here somewhere but.....
I have a problem with imported models in blender and assigning textures to them. As near as I can figure: I import a model, and on the mesh (lets assume for argument sake there's just 1) I can assign textures in the materials tab and then navigate to textures. -> Then I choose "Image or video" and use the 'browse' function to find the diffuse, emissive etc etc. These are then applied to the model (you can see them in the previewer) BUT!!!! -> then I want to export the model again with textures and all, but when I import that new model in SC2 edit.... nothing. I still end up getting a flashy-white polygon... and no textures of any kind.
I discovered when I imported my new model back into blender that the textures I assigned were gone (hence why they didn't show in SC2 edit) -> Why haven't they been saved along with the model? and how do I fix this?
0
Thank you.
I also have used the module to create new races (from copies) and set the proper starting units. And this works fine (so 1 down I guess) So far however it turns out that wrong players end up with the units of a faction they didn't pick.
What would be the best way to check these choices then? Currently I have:
"Player Group - Pick each player in (Active Players) and do actions - General - If (COnditions) then do (Actions) else do...
I also added a remove unit action before this to make sure it would not try to create new units on top/next to the older starting unit. In principle the action works, but not on the correct players. I'm a bit confused how I can make it find the correct player.
0
Ok, I have searched but I could really find anything that described my problem.
I'm currently working on an extension mod to added various game-play modes to any game. many of the settings will be available through "Game Attributes" in the lobby and upon the start of the game I wish several actions to be taken. For the more simple ones like: creating a building in the middle of map that does something, its fairly easy. I've setup an attribute with statement "yes" or "no" wether this particular game addition must be used. If yes, the building is created and all is well.
But now I find myself making some attributes that are player specific. Basically it comes down to having some subfactions for the 3 main factions.
My ideal wish is that I could expand the race selection screen with more entries. But I can't find where this choice is made, inside the game attributes in the mod it doesn't show this. So instead I elected to make a new game attribute which is player specific. It turns out that it adds a new 'slot' which shows the new options for subfactions, but these are not bound to the main race selection from what I see. In itself not really a problem.
What I'm striggling with is: depedning on the choice say Terran faction B (starting out with a planetary fortress and 8 SCVs) I need to actually chance the starting units for the player that picked Terran faction B. But I can't get it to work. first I have no idea how to identify the player that choose this, and then how to I identify where the new starting units must be placed? And last, I like to make the mod compatible for up to 10 players, so each players choices must be cycled through. But how does one set a specific action to occur for a random player that can start at a random location? I need help