After refreshing the page a few times, I noticed that for a few seconds before the looping video pays, there is an interactive portion of the site. Using AdBlock on the offending "bg-project-blackstone.mp4", I managed to get to this: http://img545.imageshack.us/img545/390/projectblackstone.png
I don't know if this has happened to anyone else, or if there's some quick fix that I don't know about, but I got the M3 Exporter tools the other day, and started messing with some WoW models from the modelviewer, and I found that if I just export the model as an M3 from modelviewer, the model comes out okay.
If I import it into 3DS Max? The animations screw up majorly.
Simply exporting the model directly from WoWModelviewer:
Importing the M3 model into 3DS Max:
By default, it selects the first animation in the list, and looks like this. It only gets worse as I go through the list of animations.
Setting the animation to None within 3DS Max:
Everything seems fine with the model itself, but not the animations.
But yeah, I've tested this with at least several WoW models thus far, and only one (some random cannon model in WoW) hasn't had its animations broken when imported into 3DS Max.
Now, this could just be something wrong on my end, I'm a complete and total noob when it comes to this stuff, but I don't know.
I, personally, tried removing all regular walkable terrain, but the editor didn't seem to agree with that idea.
Easy way would be to have one of the space tilesets and hide the terrain cells.
Definitely an odd bug. I get it all the time. One trick I found fixes it is to turn on 'Lock Game View Settings'. Only con to that, is that you won't be able to see things like Pathing Blockers and the like. Hope they fix that some time.
Actually, back in the very early stages of SC2, Blizz had been planning on allowing you to upgrade your Battlecruiser to have either a plasma-barrage type attack (could kill a TON of marines in a single barrage), and upgrading to have Defensive Matrix.
If you look at your unit's command card, there should be a field called 'Command Card: 1' The '1' is part of a drop-down menu under abilities. Click the 1 and go to say, '2'. That should show you a blank command card. This is because it is another page to your command card. All you need is to make a button, assign it to a slot in page '1', give it the Ability command 'Submenu', set the command card field to '2' and that is it.
In case this made little to no sense, the SCV has an example of this:
@rot1npieces: Go
I don't know if it will work that way, but judging by the settings on a model I just modified (SCV, in this case) You might need your unit's model to be set to 'Model Type - Generic' and 'Based On - Unit'. You also need to set the model you made's model to your imported .M3 model (confusing in writing, I know, but I'm trying to explain this as best as I can).
You also need an actor assigned to your unit, and then have your model assigned to the Actor.
Hope this helps a bit more, but as I don't have a lot of time atm, this is the best I can do for now.
but I wish it had the same glow and shoulder pads that the red haired model does.
I wish I could've done something like that. Sadly, I do not have any way of editing models other than forcing them to use other textures. I could *probably* get something somewhat similar through messing with the alpha of the texture, but it wouldn't glow and wouldn't look as cool.
It also doesn't help that the Nova model doesn't have an *_Emissive texture at all. :(
Yeah, I tried doing that a while back. Sadly, I don't know how to get custom decals working, other than replacing another decal's texture. =(
The most I can do in the editor is barely figure out how to make a custom unit and replace textures. >.<
The required .DDS options for a SC2 texture are:
DXT5 ARGB 8 bpp | Interpolated alpha <== Dropdown box in top left corner.
and
Generate MipMaps = Enabled
Also, make sure that the filled in portion of the PNG is what you're using for the alpha.
Basically, the alpha is the texture in this case.
You generally use a flat color like Black, White, Red, Blue, etc., for the texture, and then use the alpha for the details. The Alpha controls what shows up in-game.
So, I don't know about adding more decals into the game, but if you're just replacing decals in the editor with you're own, it should pretty much come out something similar to this without any problems.:
Hope this helps.
0
@Alnatair: Go
Pretty certain that you won't find it anywhere in the game files. I'm 99.9998% positive that cinematic was a Pre-rendered one, not an in-game one.
Sorry.
0
After refreshing the page a few times, I noticed that for a few seconds before the looping video pays, there is an interactive portion of the site. Using AdBlock on the offending "bg-project-blackstone.mp4", I managed to get to this: http://img545.imageshack.us/img545/390/projectblackstone.png
Haven't taken the time to look around, though.
0
@ZombieZasz: Go
Ah, okay. I sort of thought that might be the issue, but I... well I had no idea. Thanks
0
I don't know if this has happened to anyone else, or if there's some quick fix that I don't know about, but I got the M3 Exporter tools the other day, and started messing with some WoW models from the modelviewer, and I found that if I just export the model as an M3 from modelviewer, the model comes out okay. If I import it into 3DS Max? The animations screw up majorly.
Simply exporting the model directly from WoWModelviewer: Importing the M3 model into 3DS Max: By default, it selects the first animation in the list, and looks like this. It only gets worse as I go through the list of animations.
Setting the animation to None within 3DS Max: Everything seems fine with the model itself, but not the animations.
But yeah, I've tested this with at least several WoW models thus far, and only one (some random cannon model in WoW) hasn't had its animations broken when imported into 3DS Max. Now, this could just be something wrong on my end, I'm a complete and total noob when it comes to this stuff, but I don't know.
0
@rivereagles999: Go
I, personally, tried removing all regular walkable terrain, but the editor didn't seem to agree with that idea.
Easy way would be to have one of the space tilesets and hide the terrain cells.
0
Definitely an odd bug. I get it all the time. One trick I found fixes it is to turn on 'Lock Game View Settings'. Only con to that, is that you won't be able to see things like Pathing Blockers and the like. Hope they fix that some time.
0
@Marikh7: Go
Actually, back in the very early stages of SC2, Blizz had been planning on allowing you to upgrade your Battlecruiser to have either a plasma-barrage type attack (could kill a TON of marines in a single barrage), and upgrading to have Defensive Matrix.
I believe that was what Raydude was referring to.
0
@Fullachain: Go
If you look at your unit's command card, there should be a field called 'Command Card: 1' The '1' is part of a drop-down menu under abilities. Click the 1 and go to say, '2'. That should show you a blank command card. This is because it is another page to your command card. All you need is to make a button, assign it to a slot in page '1', give it the Ability command 'Submenu', set the command card field to '2' and that is it.
In case this made little to no sense, the SCV has an example of this:
You'll also need this to get out of the submenu:
0
@rot1npieces: Go I don't know if it will work that way, but judging by the settings on a model I just modified (SCV, in this case) You might need your unit's model to be set to 'Model Type - Generic' and 'Based On - Unit'. You also need to set the model you made's model to your imported .M3 model (confusing in writing, I know, but I'm trying to explain this as best as I can).
You also need an actor assigned to your unit, and then have your model assigned to the Actor.
Hope this helps a bit more, but as I don't have a lot of time atm, this is the best I can do for now.
0
I wish I could've done something like that. Sadly, I do not have any way of editing models other than forcing them to use other textures. I could *probably* get something somewhat similar through messing with the alpha of the texture, but it wouldn't glow and wouldn't look as cool.
It also doesn't help that the Nova model doesn't have an *_Emissive texture at all. :(
0
@TooMuchTuch: Go
Yeah, I tried doing that a while back. Sadly, I don't know how to get custom decals working, other than replacing another decal's texture. =(
The most I can do in the editor is barely figure out how to make a custom unit and replace textures. >.<
0
@TooMuchTuch: Go
The required .DDS options for a SC2 texture are:
DXT5 ARGB 8 bpp | Interpolated alpha <== Dropdown box in top left corner.
and
Generate MipMaps = Enabled
Also, make sure that the filled in portion of the PNG is what you're using for the alpha.
Basically, the alpha is the texture in this case.
You generally use a flat color like Black, White, Red, Blue, etc., for the texture, and then use the alpha for the details. The Alpha controls what shows up in-game.
So, I don't know about adding more decals into the game, but if you're just replacing decals in the editor with you're own, it should pretty much come out something similar to this without any problems.:
Hope this helps.
0
@GhostNova91: Go
Hehe, no problem. =)
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@GhostNova91: Go
"StarCraft II\Campaigns\Liberty.SC2Campaign\base.SC2Assets"
Was wondering where that was as well... Just found it, so... Enjoy. =)
0
@theslayer118: Go
No problem. Hope it works for ya.
Will edit the previous post to add pictures if what I said was a little unclear (I'm kinda new to giving instructions :P )