Sure, i added a new sequence and i named it as a generic movement like "stand work" "jump" or something similar to default unit animation names in sc2 data.
I got a problem with animation. I'm working on 3dsmax2010 and i want to add some additionnal animations on an existing unit : "the scout" to be precise. I tried to animate by many ways but when i import back into the galaxy editor and watch the viewer, all the animations are stuck!
I've tried with the Void Seeker, the same problem appears.
I've tested with a mercenary marine and it works! I can't believe it. Void seeker and scout imports are not bugged because when i don't modify anything and just re-import to galaxy editor, animations work fine. It is probably my way of making animation that is wrong. I only selected bones to animate + hide refs and meshes. I left every options as default. I unchecked the "export hidden object" (this option is not the problem, i've tested many things)
here are some details i've noticed, on default animations :
The perfect example from SC2 was Red Circle TD. One day someone changed map name to Blue Circle TD, prices for upgrades were lowered, terrain textures were modified. He just forgot to modify the map name displayed ingame lol. I didn't even check the one called Green Circle TD, the image description looked totally the same ...
So, the black ball won't be visible ingame ?!? That looks interesting, i was trying the same thing with a region, but i can't order my cam to rotate when my unit rotate since the region do not care about unit rotating. Well i think i gotta trigger rotations...
I just want to add an extra info : For photoshop users with Nvidia plugin for dds. Choose the compression format :
" DXT5 ARGB 8 bpp | interpolated alpha "
It will work fine. That's all.
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@tFighterPilot: Go
Well, looks like i gotta do some magic tricks to make this scout looping :o Thanks for your help.
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@tFighterPilot: Go Yep Here's the max file Link Removed: http://www.mediafire.com/?6tcco5jze69zk22
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@tFighterPilot: Go
Sure, i added a new sequence and i named it as a generic movement like "stand work" "jump" or something similar to default unit animation names in sc2 data.
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Hi boys and girls!
I got a problem with animation. I'm working on 3dsmax2010 and i want to add some additionnal animations on an existing unit : "the scout" to be precise. I tried to animate by many ways but when i import back into the galaxy editor and watch the viewer, all the animations are stuck! I've tried with the Void Seeker, the same problem appears.
I've tested with a mercenary marine and it works! I can't believe it. Void seeker and scout imports are not bugged because when i don't modify anything and just re-import to galaxy editor, animations work fine. It is probably my way of making animation that is wrong. I only selected bones to animate + hide refs and meshes. I left every options as default. I unchecked the "export hidden object" (this option is not the problem, i've tested many things)
here are some details i've noticed, on default animations :
The ref overhead is attached on the voidseeker bones and it follows during the animation. http://img219.imageshack.us/img219/1364/3dsmax01.jpg
but some parts like these "star2port01" and "star2part14" aren't moving at all. http://img837.imageshack.us/img837/9931/3dsmax02.jpg
The ref is not attached on the scout bones and it does not follows during the animation. http://img837.imageshack.us/img837/6656/3dsmax03.jpg
The ref is attached on the marine mercenary bones and it follows during the animation. http://img259.imageshack.us/img259/1209/3dsmax04.jpg
That's confusing. I don't understand anything oO
Thanks in advance!
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The perfect example from SC2 was Red Circle TD. One day someone changed map name to Blue Circle TD, prices for upgrades were lowered, terrain textures were modified. He just forgot to modify the map name displayed ingame lol. I didn't even check the one called Green Circle TD, the image description looked totally the same ...
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So, the black ball won't be visible ingame ?!? That looks interesting, i was trying the same thing with a region, but i can't order my cam to rotate when my unit rotate since the region do not care about unit rotating. Well i think i gotta trigger rotations...
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That's a really good explanation Dinadan, i was able to make a timed buff to detect (radar) nearby units for 5 seconds. Thank you
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I just want to add an extra info : For photoshop users with Nvidia plugin for dds. Choose the compression format : " DXT5 ARGB 8 bpp | interpolated alpha " It will work fine. That's all.