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    posted a message on Camera - Ignore Terrain/Cliff Height, or Follow Unit Height Perfectly

    Bump, curious what you mean about the 3D Mode's camera..... like set the cam to the cam of the 3D Model in the m3... interesting..

    Posted in: Data
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    posted a message on Camera - Ignore Terrain/Cliff Height, or Follow Unit Height Perfectly

    bump

    I need an expert. If I can figure this out...

    I'm willing to get into the nitty gritty with this.. is it possible? I just need the engine to stop helping me calculate my camera's height. I need it to move freely over the terrain without snapping downward and falling when cliff levels change or terrain dips/peaks.

    I feel like this is going to call for something really obscure... opening the .mod files or something... I don't even know..

    Posted in: Data
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    posted a message on Camera - Ignore Terrain/Cliff Height, or Follow Unit Height Perfectly

    How does one make the camera completely ignore all terrain height, using absolute XYZ positioning only? I am making an FPS, in which you can Jump up and down cliffs. The unit's height is absolute, meaning that the unit's height is unaffected by the Terrain.

    And the Camera sits perfectly on top of the shoulders of the unit. Everything is perfect, except when Jumping up and down different terrain heights.

    The camera, while following the unit perfectly in the XY (via the Follow Unit Group command), the Z is a pain in the @*!. The options that I have set here are:

    • Height Smoothing = Off
    • Follow Cam = On
    • Height Displacement = On

    Now, you'd think that the Height Displacement feature is the one that is needed, but for the life of me, it doesn't seem to work. In fact, when the flying unit changes height, the Camera doesn't budge an inch!

    Is there a way to make the Camera completely and utterly ignore all terrain? I'm down for something deep and dirty if I have to. Changing camera height every .001 seconds is a crappy way to do this. Is there anyone out there with a little expertise?

    Posted in: Data
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    posted a message on Keeping flying unit height constant over cliffs

    Bump

    I don't want to have to get dirty with the triggers... move camera, and Move Unit Instantly to camera position every .0625 seconds or something... yesh... ;x

    Gotta be some way to do this?... Plane array's? Settings in the Fly mover? Ignore Terrain Height (tried it, but... maybe other setting to go with it)? How do I do this??

    Posted in: Data
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    posted a message on Keeping flying unit height constant over cliffs

    I need a unit to be able to fly over a cliff edge & terrain bumps without changing height whatsoever (That will be dealt with by me and my trigger that simulates gravity).

    Here is an example illustrating what I am looking to do... using a marine:

    My idea is to make the unit accelerate downward realistically, simulating gravity as it walks over the cliff, while maintaining control-ability. I can handle the gravity, but I need to know how to make a unit only horizontally movable.

    Posted in: Data
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    posted a message on Just a Quick Question.

    Your description is a little confusing... Often times when people post things on the internet, seeking advice (like you are), they'll provide a very ambiguous and nondescript explanation as to what they're trying to accomplish. It really is quite annoying. In the future, you must state exactly what you want to do. We most likely haven't seen or heard of all those "cool RPGs with the cewl shadowz". We literally have no idea. Post a picture/video showing us what the 'RPG' game does.

    Do you want a Color Changing Shadow?

    Do you want a Color Changing Unit?

    Both?

    Posted in: Triggers
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    posted a message on [SOLVED] 3ds Max - [Noob] Ghost Animation Speed Bump

    @Leruster: Go

    That would be the imported Ghost, extracted with the MPQ editor

    Posted in: Artist Tavern
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    posted a message on [SOLVED] 3ds Max - [Noob] Ghost Animation Speed Bump

    This community is so bomb. You are great.

    Following your advice, I pressed f3 and all I could see was the Wireframe. Then, I went into the Layers (via Manage Layers button), set the Geometry layer to hidden, and set the Bones layer to un-hidden, and saw this:

    ghost bone 1

    As you can see, the foot is attached via a bone to the center between his legs.. wtf?! Then, using the 'Select and Link' button, I clicked on the lower ankle bone-end (one connected awkwardly to mid), drug with the button up to where his knee should be (which displayed a 'link' line), then let go with my mouse on top of the knee. Bam! Bone reattached to the knee!

    ghost bone 2

    1000/10 stars for you! Great, thanks for the descriptive directions! Learned a lot!

    Posted in: Artist Tavern
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    posted a message on [SOLVED] 3ds Max - [Noob] Ghost Animation Speed Bump

    I posted this once already and it god deleted. :( (new screen caps take time, mod y u no move post to right forum??)

    marine 1 marine 2

    Marine (and also works with Marauder) So I make a Keyframe, move ahead 100 frames, make another Keyframe, and rotate the leg. Viola, animation!

    However, the Ghost

    ghost 1 ghost 2

    But, when I do it with Ghost-boy, his Foot will not comply with the leg? :(

    What can I do to animate the Ghost's leg without his leg looking like licorice? Change a bone setting? Do something complicated? New method of animation? Just started goofing around with 3ds max 3 weeks ago, help a noob out! Thanks!

    Posted in: Artist Tavern
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    posted a message on 3ds Model Animation Help - Request

    I'm not sure if this is the correct place to post this.

    I am creating custom animations via 3ds Max for the Marine, Marauder & Ghost (I was hoping that i'd be able to do the Hellbat as well, but unfortunately the HOtS m3's aren't openable via the m3 import tool :c ).

    Hellbat aside, This is what I'm having issues with.

    Marine 1 Marine 2

    Select Marine Leg Bone, make a Keyframe. Go ahead 50 frames, create new key with rotation. Bam.

    What the problem is, with the Ghost model, completely standard, this happens instead:

    Ghost 1 Ghost 2

    Can anyone help a complete 3ds noob figure out how to make the ghost's foot not look like licorice when you rotate the leg? (Change a bone setting? Animate a different way besides keyframe-rotate bone-keyframe?)

    Posted in: Art Assets
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    posted a message on 3ds - m3 export woes

    Leruster, do you know how cool I think you are? Like 11/10

    I'm a 3ds noob, just started playing around with the animating models about two weeks ago, and so far it's been sweet. Unfortunately though, I'm a complete novice with anything beyond simple key frame animation (not even at the 'drawing curves' stage yet), so...

    to delete the color animation keyframes, do I go to the layers -> cameras and lighting -> click the StarLight01 thing, check the keyframes at the bottom.. and do something, or?

    Posted in: Third Party Tools
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    posted a message on 3ds - m3 export woes

    Look at this guy, he's the 3DS Masta! Presto, Deleted animations on the layers, and export successful! How'd you get so smart? I was pullin my hair out about it!

    THANKS!

    ------------ EDIT : More problems :c

    So, I can get it to export properly, after deleting all the keys from the 'Lighting and Cameras' layers. However importing it into the Editor, upon trying to preview, fatally crashes the Editor. I'm not sure what I should do to get this sweet Marauder animation into my game!

    I tried deleting the lightcolor and speccolor keys, but unfortunately it said something about another property being invalid after that... I think this has entirely something to do with the light object... maybe I should import a fresh copy of the model, and copy paste the light object from that one?

    Posted in: Third Party Tools
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    posted a message on 3ds - m3 export woes

    I've been making sweet animations for units in 3ds Max 2011 with the M3 - v0.35 export plugin. I imported this particular model withOUT the 'Animate Bones' box checked, and when I export, this sh...stuff happens:

    Screenshot Error message Screenshot Aftermath

    Name in color?! I've tried many things. I tried putting a Try Catch block around that shit, tried altering the code... How do you people get your custom animations into your maps?! This is ridiculous and it's killling me!

    Posted in: Third Party Tools
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    posted a message on Move Game Clock [SC2Layout]?

    Heral is a badass. I've been a memeber of this forum for two weeks and 90% of my questions have been answered by him from searches. Thanks a lot guys. Your rock.

    Also, is there a possibility to set the game clock's position to an absolute position, as opposed to a relative? How would I go about doing that?

    Thanks

    Posted in: UI Development
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    posted a message on Move Game Clock [SC2Layout]?

    I've been perusing through the Core\Base.SC2Data file searching through the UI files trying to find the Game Clock. I haven't been able to find any thing yet; I have tried the:

        <Frame type="GameUI" name="GameUI">
    		<Frame type="TimePanel" name="TimePanel">
    			<Visible val="true"/>
    			<Anchor side="Top" relative="$this" pos="Min" offset="0"/>
    			<Anchor side="Bottom" relative="$this" pos="Mid" offset="0"/>
    			<Anchor side="Left" relative="$this" pos="Mid" offset="0"/>
    			<Anchor side="Right" relative="$this" pos="Mid" offset="0"/>
    		</Frame>
    	</Frame>
    

    ..to no avail. It seems to be an obscure one. Any experts out there?

    Posted in: UI Development
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