• 0

    posted a message on Custom Tile Problem

    @xcorbo: Go could you upload it to mediafire.com ?

    Posted in: Terrain
  • 0

    posted a message on Custom Tile Problem

    So I have this custom tile that I want to use in a map, however it seems something is wrong and it's way too bright when sunlight hits the tile. Here are the tile and its normal map. Also, there's a picture of the problem. If any1 could help me out I'd be very appreciative.

    Problem

    Tileset Files: Link Removed: http://www.mediafire.com/?313okctz2z3v9oz

    Posted in: Terrain
  • 0

    posted a message on Multiple Attacking Unit

    Hey guys. I've got a pretty difficult question, so I hope someone here can help me out. I'm trying to make a flying unit that has multiple attacks. Think of it like the Leviathan, except instead of it having a bunch of tentacles in the front of the unit, there are four separate cannons; two on each side of the flying Zepplin.

    There are a few problems I'm running into. First, I need to reduce the search area to 90 degrees so that each cannon can only fire in front of itself. Second, the Leviathan attack doesn't seen to work on its own, which makes it hard to duplicate.

    If anyone is up to the challenge in helping me create this unit, I would be extremely grateful. Your help will not go overlooked.

    Posted in: Data
  • 0

    posted a message on (Solved) Battle Frenzy

    @StragusMapster: Go

    Thank you!!

    Posted in: Data
  • 0

    posted a message on (Solved) Battle Frenzy

    I'm trying to create a unit that gets and attack speed and movement speed bonus every time they attack something, or are attacked by something. This effect should have a duration of 10 seconds and replenish whenever they attack/are attacked. (maximum of 3 stacks) I'm not sure how to go about this as I'm trying to do it entirely in the data editor.

    Could some body help me with this? If it's not possible in the data editor I'll just use triggers.

    Posted in: Data
  • 0

    posted a message on Localization Issue

    @Kueken531: Go

    Thank you so much dude. Much appreciated.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Localization Issue

    I have a custom map, and I want to change the locale to be enGB instead of enUS so that another person can work on it. However, I can't seem to convert the map. Can anyone help me with this?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Warcraft: A New Dawn Recruitment

    Update: We are still looking for dedicated people! Please don't be afraid to send a PM my way and apply to join.

    Posted in: Team Recruitment
  • 0

    posted a message on Warcraft: A New Dawn Recruitment
    Quote from SimplicitySimplified: Go

    Looking for beta testers?

    not at the moment, we're still in development phase We will keep you posted when Beta testers are needed.

    Posted in: Team Recruitment
  • 0

    posted a message on Compressing TGAs
    Quote from Ahli634: Go

    @Terminator8: Go

    Sphere is a model, not a texture. It works very well. I'm using that and I'm only using dds images with that. It's really just renaming the file ending from a legit ".dds" file to ".tga". The editor will throw errors because he expects a tga file, if you select the texture in the editor, but it works ingame and even on the imported model without restarting the editor as long as you didn't select/click on the model file before.

    I don't know what you can do wrong... just rename the file ending, import, save, done.

    wow... it actually does work! however I seem to be having a problem as it seems it messes with how the textures are shown on models. Here is a picture:

    Here

    Edit: Note it only seems to affect a few

    Posted in: Artist Tavern
  • 0

    posted a message on Compressing TGAs
    Quote from Enexy: Go

    @AlphaShadows: Go You might have to convert everything 1 x 1 by yourself. I couldn't find any mass convert programs. Sorry, but gl!

    converting one by one is out of the question. it's not even a matter of dedication.. it would literally take me years.

    Posted in: Artist Tavern
  • 0

    posted a message on [Model] How-to: Convert .WMO files to .M3 (Importing Structures from WoW to SC2) [Advanced]
    Quote from rpc190: Go

    So remember when people were going to start creating great model assets using this technique? What happened to that?

    by people you mean me and only me? Cause as far as I know I'm the only one who has expressed this interest. No one has offered to help and therefore it's going really slow and I have my own project I'm creating it for.

    Posted in: Tutorials
  • 0

    posted a message on Compressing TGAs
    Quote from Ahli634: Go

    You can even rename the file ending, if for example a model from WoW wants a .tga texture. So save it as compressed .dds and rename the "dds" to a "tga" and import it into your map. The editor will throw errors, but the textures work ingame. That's better/easier than using the "texture select by ID" only to apply a dds texture instead of tga.

    what? That doesn't seem to work at all.. It just shows spheres

    Posted in: Artist Tavern
  • 0

    posted a message on Compressing TGAs
    Quote from Triceron: Go

    You can also use textureswapbyid method to redirect the texture paths to your .dds, which would be a bit of a hassle to do for each asset; but would be much better than creating 10's if not 100's more mods to accomodate the extra filesize.

    Can you explain what this is a little more? Thanks alot everyone.

    Posted in: Artist Tavern
  • 0

    posted a message on Compressing TGAs

    @AlphaShadows: Go

    There is no way to export the .M2 files as .M3 files with .DDS textures. It saves them as .DDS files. As far as I know, there is no way to have "thought this out ahead of time" because I couldn't find a way to efficiently export the models. So now, I'm trying to find a way to reduce filze size the best I can.

    Posted in: Artist Tavern
  • To post a comment, please or register a new account.