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    posted a message on Simple texture fix for a custom model.

    hihi!

    In Starbow, we use the "Eye of Khas" model made by Thrikodias for one of our new units. It is an older model and it has a texture issue. When cloaked on high graphics, it gets a solid color red on top of it. Thrikodias said it was an easy fix, but he no longer has the tools to do it. Could someone please help us?

    The model: http://www.sc2mapster.com/assets/dark-protoss/files/125-eye-of-khas/

    Thanks in advance.

    Posted in: Artist Tavern
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    posted a message on [OFFICIAL UPDATED 2015] List of all new maps project for Starcraft2 next Xpack

    What if we plan to release it slightly before LotV?

    I am speaking of Starbow btw, and no, it was not released when TB did a cast, it was still in beta then.

    Logo: http://i.imgur.com/1UpUs3A.png

    Community website: http://starbowmod.com/

    Posted in: General Chat
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    posted a message on [Request] A new Dragoon model for SC2

    Ghostnova and xiaorobear has offered to help. This thread can probably be closed.

    Posted in: Artist Tavern
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    posted a message on [Request] A new Dragoon model for SC2

    Hello!

    I am currently working on Starbow game development and we've been using a dragoon model from this site (I am sorry that the name of the dragoon model's creator escapes me atm).

    It looks nice, but we've recently done some unit size changes. The current dragoon has a small "body" with longer legs which just looks bad when scaled down a lot. I ends up looking tiny compared to the BW dragoon.

    If anyone is interested, or if anyone already has made one (I searched a lot but have not found a model which is satisfying), then please let me know. We are looking for a model with a bigger body and smaller legs, or at least legs which are more towards point more down from the body and do not stick out too far.

    Starbow is a community project mod which generates no income, so we won't be able to pay anyone, but your work will of course be credited.

    Let me know if this sounds interesting.

    - KanBan85 aka Xiphias.

    Posted in: Artist Tavern
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    posted a message on Terran and Zerg buildings on creep effect

    After HoTS, buildings on creep look like this:

    http://www.sc2mapster.com/media/attachments/27/657/123.jpg

    http://i.imgur.com/4cIEP.jpg

    I am trying to find the actor/behavior controlling this in the data editor but I can't find it. I would like to add this visual effect to buildings that are affected by other spells than creep as well. Anyone know where I should look?

    Posted in: Data
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    posted a message on Units in the hotkey customization UI.

    Ah, got it! Thanks a lot!

    Posted in: Data
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    posted a message on Units in the hotkey customization UI.

    Hello!

    I'm working on Starbow, and I have a small problem which should have a fairly simple solution (I hope..)

    In-game you have a UI for looking at units and buildings in order to customize their hotkeys.

    In Starbow, units show up which are "not in the game" (They are ofc in the editor but cannot be produced from any structure), and some units which are in the game are not on the hotkey UI list.

    What value in the data editor determines if a unit shows up at the hotkey UI or not?

    Posted in: Data
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    posted a message on Custom terrain textures messing up camera zoom levels.

    Yeah I should run some isolated tests. One potential issue is that I have not personally made the maps with the custom terrain textures so I am a bit unsure on how to set it up but I'll give it a try.

    Posted in: Artist Tavern
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    posted a message on Custom terrain textures messing up camera zoom levels.

    Hello!

    I am currently one of the developers of the Starbow mod and we have recently change the default camera zoom in the mod file. Now, we have many Starbow maps, and they are all behaving nicely, being slightly more zoomed in. Two maps, however, with custom textures will not adhere to the new zoom levels.

    The only apparent difference between these two maps and the rest of the maps is that they both use the same custom terrain texture. (White plates if that matters). We have other maps with other custom textures, but they adhere to the zoom level change.

    Has anyone worked with custom terrain textures experienced anything like this before?

    - Xiphias

    Posted in: Artist Tavern
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    How do I make a weapon turret track an enemy. Or on the other hand, stop tracking the enemy (like having the phoenix weapon stop tracking in range, but rather face it's moving direction).

    Posted in: Tutorials
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    posted a message on Change harvest time.

    @GnaReffotsirk: Go

    Ofc, the refinery/assimialtor/extrator untis.

    Thanks a lot! Man I feel kinda stupid ^^

    Posted in: Data
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    posted a message on Change harvest time.

    This question has probably been answered before, but I could not find it.

    I am working at a mod file and I want to change harvest time for gas (and maybe also for minerals).

    I looked at the gather ability for the workers and I looked at the vespene geyser itself, which had a harvest time on one of its behaviors, but it was set to 0 (greyed out, but this mod uses custom values so it probably not the right one).

    Anyone knows which behavior or effect which controls the amount of time it takes to gather minerals or gas?

    Posted in: Data
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    posted a message on Starbow Campaign: Fire and Sand (alpha)

    Hihi

    tested it briefly.

    First of all. It looks really good and it seems to be a longer mission which I like a lot (always hate super short missions)

    A couple of things.

    Is terran not suppose to have a science vessel? I found it really hard to push out against so many banshees without the ability to make one. Scan is not that great.

    Also, in general, securing that second base seems very difficult. Maybe I just have to fairy units over there with drop. I tried breaking the gate and walk along the south side, but he had too many tanks/banshees blocking the way. The minerals in the starting base is just too few to get anything done without getting that second base. I like that sense of urgency to expand, I just wish it was a bit easier.

    Also, and you probably have thought about this, but if this is the first mission of the Starbow campaign you might want to explain units as they finish in the tech tree. And perhaps restrict tech even more (but then the mission might get too hard). Actually maybe it's best if this is not one if the very first missions, but I am not sure if that was your intention.

    Oh, last thing. Too many rocks?

    Posted in: Map Feedback
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    posted a message on Starbow mapmaking contest

    Hello!

    Just like to inform this great mapping community that Starbow is currently hosting a mapmaking contest. I thought mapmakers might be interested in making melee maps where you don't have to think about force fields :D

    Read more here: http://www.teamliquid.net/forum/sc2-maps/449930-starbow-mapmaking-contest

    Posted in: General Chat
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