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    posted a message on [Campaign] Wrath of the Tal'darim

    this is gonna be goooood

    Posted in: Project Workplace
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    posted a message on Homeworld: Deserts of Kharak

    Short but sweet, and totally worth it imo.

    Posted in: Off-Topic
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    posted a message on SC2 Survivors 2016: The Gathering (Draft) Gameplay

    Quality takes time, and from your preview this seems to have plenty of it. No rush is good. ;)

    Posted in: Map Feedback
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    posted a message on [Showcase] AV Reinforces

    Those amazing hybrids on the first page would be fantastic for a pack, haha. Great work on all your models!

    Posted in: Artist Tavern
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    posted a message on Hybrid 4th Race Multiplayer Mod Assets

    holy crap :o

    Posted in: Project Workplace
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    posted a message on Mass Recall v6.0 Silver
    Quote from Alevice: Go

    Much as I love it, I think there is too much detail for a small unit - consider an unit uses like maybe less than 2% of the screen state and try to account detail for that. The ummm, texture on the fins or whatever and part of the front hull thing will onyl cause visual noise i feel.

    Unless this is the portrait.

    Looks like a hi-res model for making a normal map or maybe a cinematic model, if I had to guess.

    And I'd agree with Alex, not sure what exactly it would be but DAMN it should be used, lol.

    Posted in: Project Workplace
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    posted a message on [Dialogs] Really Great Looking Dialogs, Part 1

    Thanks for the great tutorials! It's really helping me figure out the triggers and dialogs. Now I have an idea of what I'm looking at instead of seeing a jumbled mess. :)

    Just as a note to anyone else following this tutorial in 2016. For the custom scripts near the beginning [(cDialog Border * 2) for example], in the current version of the editor the internal name has to be used instead. For me that's meant adding "gv_" in front of variables [for example, (gv_cDialog Border * 2)].

    Posted in: Tutorials
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    posted a message on Tutorial Request

    @Cacho56: Go

    thanks! :)

    Posted in: Tutorials
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    posted a message on Tutorial Request

    Is there a tutorial on how to set up a mission/campaign selection screen like the one in the Mass Recall mod?

    Posted in: Tutorials
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    posted a message on Extract Nova Campaing Units?

    Assets for Nova Covert Ops are distributed amongst the Liberty, Swarm, and Void mod assets as well as its own entry. No idea why they did that, unless it was to make it harder to find. Kinda like how NCO maps are encrypted when others aren't.

    For example, the music is in Liberty while unit/structures are in Void (I think models and textures, or at least textures).

    Posted in: Art Assets
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    posted a message on delete me

    Is anyone else having this problem? It's been a while since I touched the editor (pre-LOTV), and there's a new set of controls at the top with things like Selection Mode, Translation Manipulator, Rotation Manipulator, etc. I'm on the unit layer, can place units/structures, but cannot select them or manipulate them in any way (besides placing them). Same with doodads on the doodad layer.

    So far I can't seem to find any tutorials with the same version of the editor as me since none of them have these new "selection" and "manipulation" tools (that don't work as far as I can tell).

    Any tips? Thanks in advance.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Mass Recall v6.0 Silver

    I think your designs are better than the vanilla ones. The official Xel'naga were disappointingly generic Cthulhuesque imo. Yours are more original and inspiring. :)

    Posted in: Project Workplace
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