In reply to jenssonjgjs117:
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Jan 11, 2018Posted in: Artist TavernHi man, mesh.001 uses a material of which the name doesn't line up with any materials in the materials list.Probably you've changed its name in the wrong box in the materials menu. Hope this helps.
Jan 11, 2018Posted in: Artist Tavern
In reply to EDHRIANO:Not really, The hexgrid style base is more or less fixed, but does have a slight shimmer in intensity (emissive strength) the small laserlines and very faint electrical arcs are running across the entirety of the wings in a vertical manner. the laserlines are also very strong in emmission so the hue from them creates a more dynamic effect to them.I've tried numerous things to make it become a bit more alive, like particle effects but to my personal opinion anything like this I tried make the overal appearance worse compared to this iteration I ultimately landed on.
Jan 10, 2018Posted in: Artist Tavern
Soon Edhriano will be launching the pilot map for his new installment in the Noir series.
When its online, also its prime hero will become available for download, as the first of a series for the various Eradicator units featured in Edhriano's Noir universe.
Jan 5, 2018Posted in: Artist Tavern
In reply to Talv_:This actually does help! This does provide some more understanding in the entire matter. In a similar way as you perhaps, I do know how to use the tools in Blender, but as for the code that goes behind it.. I'm utterly lost. Not a programmer at heart or anything so.Well, reason why I asked is that for some Tal'Darim units and structures and most of the post Nova-Covert-Ops related models they no longer can be imported (at least the ones I tried.)
At first I believed the updated xml file accounted for something of these "new generation" stuff that it could be handled but I was wrong there XD.
On the help you offered, I'll be sure to look you up should I come in dire need of it.
Dec 18, 2017Posted in: Miscellaneous Development
I know this topic in the mean time is already old again but seems to me that every so often We get bested by this Editor on the "Seemingly" simplest of things. Especially the second to last port before mine strikes me at heart.
I'm having a 2-stage cinematic during which I want to have a custom music sound play, starting at a specific moment of the song and nicely facing into the song from 0% 'noise' to 100%. during each of the 2 stages the song should start and a different starting moment. I hope to use the fading of the song to establish a sort of blend-moment during the switch from stage 1 to stage 2.
However as this topic has shown, working with sounds is notoriously difficult in relation to what one want to achieve it seems.
I can get the sound to play and starting at the right time using the play sound trigger, the song I need has a group: Other
I've even been able to use Mute Sound Channel (Ambient,music) to disable any 'interference' from the ambient and soundtrack music.
And thats also why I had the custom song set to other, because when calling the song while set as 'music' group it just played whatever random sc2 soundtrack.
But when wanting to use the Set Sound Volume and made it set de 'other' channel to 100% in 2 seconds (or 10 seconds for that matter) jack shit happened....
It seems as if the Play Sound action immediately determines at which volume the music plays regardless of whatever volume settings I apply on them.
and so here I am, coming back around with this quote:
I can't believe how unintuitive it is just to get a goddamn sound to play [correctly].Can someone please help me with my debackle? What am I doing wrong? where does my logic fail me?
And how can I get my song to properly fade in and out on my command, at the precise time and for the specified amount of duration?Thank you
Dec 14, 2017WingedArchon posted a message on Ordering workers to build structures via triggers.Posted in: Triggers
Awesome, this worked splendidly.
I was expecting it to be more difficult XD
Dec 13, 2017WingedArchon posted a message on Ordering workers to build structures via triggers.Posted in: Triggers
Next to my modeling work I try to setup a mission type map, however I have greatest problems making sence from triggers.
Currently I'm having trouble with making a worker start construction of a building while in still in a cinematic.
How can I make a worker do this?
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