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    posted a message on [Contest] 3D Modeling

    What kind of detail do you want? Something more like in Story Mode, or in melee games? If it matters.

    I would personally find a higher poly model more fun, is all.

    Posted in: Artist Tavern
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    posted a message on 3D Modelers Review this thread

    I'm experienced with 3ds Max and Mudbox. I'm not available to make any custom models, but if you need advice or similar, just send me a PM.

    Posted in: Artist Tavern
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    posted a message on Cursed movement trigger :p
    Quote from ProxyTooMuch: Go

    I suspect it may be because the game can't detect more than 2 keys being held at once.

    This is not the case, as I can sprint and move in diagonal directions with my map. I looked at the original post and I don't see any problem with it. I suggest looking over your triggers again to see if you've made a mistake somewhere.

    Posted in: Miscellaneous Development
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    posted a message on Water Collision?

    I'm wondering if there's an efficient way to detect if a unit or other object is colliding with water. The best thing I could think of is making a region where the water is, and having a trigger check the conditions that if a unit is inside the region and the height of the point of the unit is less than the height of the water then to do whatever action.

    However it's sort of inefficient if I want to change water levels. I'm sure there's a simpler way to detect this especially with Blizzard's lava campaign map, where units would die if they made contact with the rising lava.

    Has anyone figured out a better way of detecting water collision?

    Posted in: Miscellaneous Development
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    posted a message on Blurry camera

    You must have depth of field enabled. This can be set with the camera settings.

    Posted in: Miscellaneous Development
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    posted a message on Stargate Idea - Possible?
    Quote from PatchOne: Go

    its the maps folder in the installed game directory.

    like c:\program files\StarCraft2 Beta\Maps. and just the maps name in there is enough. i tried paths like maps mapname but just the name will work.

    Oh, awesome. Thanks!

    Posted in: Project Workplace
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    posted a message on Stargate Idea - Possible?

    @PatchOne: Go

    What do you use for paths for map switching? I've tried to set the next map and load the set map, but it gives an error saying the map could not be loaded, or it would just restart the game.

    Posted in: Project Workplace
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    posted a message on Damage in a region

    Something like

    Pick each unit in region and do actions
     Actions -
       Play Attack animation for Siege Tank
       Create Siege Tank (Damage) at position of picked unit
    
    Posted in: Miscellaneous Development
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    posted a message on Skybox Info
    Quote from ubermikeleet: Go

    haven't found another way to do this, so if you don't have a mousewheel sorry =[

    Ctrl + Shift + Up/Down

    If you must you can even configure the controls yourself under Files -> Configure Controls.

    Posted in: Miscellaneous Development
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    posted a message on {Req} You need a beta key. *I* need a kickass loading screen.

    I might continue.

    Posted in: Artist Tavern
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    posted a message on M3 Exporter
    Quote from NiNtoxicated01: Go

    I'm not sure about the warcraft3 tools Blizzard used, I could never get them working on my versions of 3ds max.

    It was designed for 3ds max 4.0 if that explains it.

    Posted in: Third Party Tools
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    posted a message on Disabling dialog box sound?

    @BeLugh: Go

    May be kind of inefficient, but you could replace the sound file with a blank one.

    Posted in: Miscellaneous Development
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    posted a message on Ok. How exactly does the whole (terrain) texture thing work?

    @varkarrus: Go

    SC2 uses bump and specular maps in addition to diffuse maps.

    Posted in: Terrain
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    posted a message on [Trigger] How to Target with Mouselook (Tracelines)
    Quote from rrowland: Go

    I'm not sure why you're crashing. Disable the effect and sound and shoot a few times and see if it still crashes.

    As for the height of the unit, you need to change

    lp_cameraHeight + lv_traceHeight - lv_unitWorldHeight <= UnitGetPropertyFixed(lv_closestUnit, c_unitPropRadius, true)) {
    

    So that the right-hand side of the condition is the height of the unit.

    It works great now. The crashing was caused by the gauss rifle damage (I don't know why), so I just switched the damage effect to another.

    Posted in: Tutorials
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    posted a message on [Trigger] How to Target with Mouselook (Tracelines)

    I have this slightly working now. The problem is that to get a unit target with the traceline, I have to aim at the position of the unit. So for example if I'm aiming at the head it won't recognize that.

    What I have currently is:

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    traceline_currentTarget[(Picked integer)] == No Unit
                Then
                Else
                    Environment - Create Marine - Gauss Rifle (Damage) on traceline_currentTarget[(Picked integer)] from Player Character[(Picked integer)]
                    Sound - Play Marine_AttackImpact for (All players) at (Position of traceline_currentTarget[(Picked integer)]) with Z offset traceline_currentTargetHeight[(Picked integer)] (at 100.0% volume, skip the first 0.0 seconds)
    

    Also, I don't know why, but after I've shot a few times the game freezes. Happened every time I've tested the map so far.

    Posted in: Tutorials
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