If the model has multiple "Stand" animations you have to specify which one with the "Variation XX" action on the events. If you just place an "Stand" anim it will roll between all of the Stand anims it may have.
Hey, Artanis from Heroes of the Storm is not able to be converted to xml nor imported to Blender. It says something of unknown version on PHCL, bein version 4 and size 192. I've tried to ad it to structures.xml but I don't get it to work.
If I understood correctly, you updated your m3addon so it can work with LotV and Heroes models? If i'ts so, I love you mate. I used to use the .py for converting .m3 to .xml and viceversa so frequently.
I remember that there are variations of the Goliath Diffuse texture. What you see on it's cockpit (the teeth, the flames...) are part of those Diffuse textures.
I think theres no such a behavior. You can just head to the Turrets tab on the Data module and link the turret with a Turret actor. Just search for any unit which is actually using a Turret, such as the Photon Cannon.
I don't really remember if I did it with a Daage effect itself or if I did it with a Search Area effect which contained the Damage effect, so I could place the Launch Location of the Search to Caster and impact to target. I think it is something related to that as I got it working.
I think the damage effect has a Search Area+ field where you can specify whether if the the effect is on area or not. Just set the arc to 45, the radius to 1 and match the filters and it should work. I remembered having done something like this: some kind of piercing ammo.
Yeah, I'd like to know that too as I use the m3toxml and xmltom3 plugins to edit models via Notepad, so I don't need to use 3dsmax, which also needs to be updated.
You have to use the CASC View: http://www.zezula.net/en/casc/main.html in orden to see them, though you can access them via the data editor ifself. It's now like it was with Heroes of the Storm, but now Heroes' models can be viewed on the SC2 Editor.
I also have the NVIDIA GTX 960 G1. I can tell you that upon launching LoL for the first time with that graphic card, I had strange fps drop and the screen was flashing in black. I had to head to the NVIDIA GeForce Experience, search for drivers and install them. Even more if you have W10 on yur computer you have to.
That behavior is the responsible for Larvas to move aroun near the Hatcheries. I suggest you to remove it from them. Try checking the filters of the load ability to see if there's something in there. Maybe and just maybe the mover the Larva uses is doing something. It's called "Creep" and it allows only to be movable on Creep. If you put the default mover for ground units on it you could get it to be loaded.
0
@println: Go
can you fix the conversion error for Storm Artanis? I've posted a few comments above.
0
Not Thanksgiving on my country but anyway, happy Thanksgiving
0
@Demtrod: Go
If the model has multiple "Stand" animations you have to specify which one with the "Variation XX" action on the events. If you just place an "Stand" anim it will roll between all of the Stand anims it may have.
0
@AlexO6: Go
Do you have the beta files of the Disruptor, I mean, the one looking the same way as the Replicant?
0
@println: Go
Hey, Artanis from Heroes of the Storm is not able to be converted to xml nor imported to Blender. It says something of unknown version on PHCL, bein version 4 and size 192. I've tried to ad it to structures.xml but I don't get it to work.
0
@println: Go
If I understood correctly, you updated your m3addon so it can work with LotV and Heroes models? If i'ts so, I love you mate. I used to use the .py for converting .m3 to .xml and viceversa so frequently.
0
@Terhonator: Go
I remember that there are variations of the Goliath Diffuse texture. What you see on it's cockpit (the teeth, the flames...) are part of those Diffuse textures.
0
@BigBANANAA: Go
I think theres no such a behavior. You can just head to the Turrets tab on the Data module and link the turret with a Turret actor. Just search for any unit which is actually using a Turret, such as the Photon Cannon.
0
@Demtrod: Go
I don't really remember if I did it with a Daage effect itself or if I did it with a Search Area effect which contained the Damage effect, so I could place the Launch Location of the Search to Caster and impact to target. I think it is something related to that as I got it working.
0
I think the damage effect has a Search Area+ field where you can specify whether if the the effect is on area or not. Just set the arc to 45, the radius to 1 and match the filters and it should work. I remembered having done something like this: some kind of piercing ammo.
0
Yeah, I'd like to know that too as I use the m3toxml and xmltom3 plugins to edit models via Notepad, so I don't need to use 3dsmax, which also needs to be updated.
0
I think those models are not used at all as the Archon has some anims for making the merge and birth effects.
0
@Knallertton: Go
You have to use the CASC View: http://www.zezula.net/en/casc/main.html in orden to see them, though you can access them via the data editor ifself. It's now like it was with Heroes of the Storm, but now Heroes' models can be viewed on the SC2 Editor.
0
I also have the NVIDIA GTX 960 G1. I can tell you that upon launching LoL for the first time with that graphic card, I had strange fps drop and the screen was flashing in black. I had to head to the NVIDIA GeForce Experience, search for drivers and install them. Even more if you have W10 on yur computer you have to.
0
@uroboros1987: Go
That behavior is the responsible for Larvas to move aroun near the Hatcheries. I suggest you to remove it from them. Try checking the filters of the load ability to see if there's something in there. Maybe and just maybe the mover the Larva uses is doing something. It's called "Creep" and it allows only to be movable on Creep. If you put the default mover for ground units on it you could get it to be loaded.