Really? I saw some cases where people were able to stretch the attachment points of models not meant for stretching. But you may be on to something there.
Okay, I have a challenge for the SC2Mapster community. I Took a model of a Dragon's Tail and imported it into a mod that I'm creating. I replaced the Spine crawler with this model, and the animations play right, except the model will not stretch for some odd reason. All that I've changed is the model.
You are very welcome. Part of why I joined this community was to help people. If you need anything else, feel free to ask me and I'll respond before the day is out.
Go to the models tab. Make a new model, name it whatever you want and change CModelFoliage it to CModel. Click OK. Change the Art: Model field to your .m3 file. That's it. Now your new model should appear in the drop down menu when you want to attach it to an actor.
-Imported the textures first, saved, exited out of the editor, then opened it back up, and imported the models? (This is usually the case if your model looks like it has no texture in the cutscene editor.)
-Saved? If you imported models, but haven't saved the project, it won't show up in any drop-down menus.
-If all else fails, close the data module and reopen.
Edit: I may have realized something; did you make a new model? Sounds funny, but when you import a model you have to create a new model in the data editor and link that to your imported model asset, which allows for you to use it for an actor.
Absolutely. The basic gist of it is the same, except in addition, you need to use a search area effect that modifies a unit (the mineral field) and reduces its resource amount, and make the auto-harvest behavior have a validator that checks if there are any mineral fields within range.
I currently need a Turret-Z Attachment put onto two of my models so that they can work properly as turrets. Currently, turret actors are only compatible with the Turret-Z attachment type (I know, lame), and therefore I need to put one in. This is for my WoW Races Extension Mod, If you're wondering the project, and the specific models that I'm doing this for is the Spore and Spine Crawlers. Spore crawler will be Dragon's Tail (literally a molten Dragon's Tail) and a Dragonworm (Magma worm that spits fireballs).
I only need the attachment point; I know the animations are a little messed up, but if they were fixed, this would cause problems in-game because I already compensated for the animations in my mod. Thank you to anyone who takes this up and I have attached the models to this thread.
I like this premise, since it's quite similar to what I'm doing - except it's in the melee section, and it's more World of Warcraft oriented melee races instead of Warcraft III mechanics. Nice work.
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@Vicboy: Go
What kind of game is it, and what kind of hand will you be needing? Is it like a data editor position?
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Guys, I still need a solution for this or perhaps a workaround.
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@SoulFilcher: Go
Really? I saw some cases where people were able to stretch the attachment points of models not meant for stretching. But you may be on to something there.
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Okay, I have a challenge for the SC2Mapster community. I Took a model of a Dragon's Tail and imported it into a mod that I'm creating. I replaced the Spine crawler with this model, and the animations play right, except the model will not stretch for some odd reason. All that I've changed is the model.
Can anyone figure this one out?
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You are very welcome. Part of why I joined this community was to help people. If you need anything else, feel free to ask me and I'll respond before the day is out.
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Go to the models tab. Make a new model, name it whatever you want and change CModelFoliage it to CModel. Click OK. Change the Art: Model field to your .m3 file. That's it. Now your new model should appear in the drop down menu when you want to attach it to an actor.
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@Blanzer: Go
Gotta have a model first. All portraits use models, and the models point to the actual file.
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@Blanzer: Go
What exactly are you trying to access the .m3 file from? An actor?
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Importing models are a pain. Have you:
-Imported the textures first, saved, exited out of the editor, then opened it back up, and imported the models? (This is usually the case if your model looks like it has no texture in the cutscene editor.)
-Saved? If you imported models, but haven't saved the project, it won't show up in any drop-down menus.
-If all else fails, close the data module and reopen.
Edit: I may have realized something; did you make a new model? Sounds funny, but when you import a model you have to create a new model in the data editor and link that to your imported model asset, which allows for you to use it for an actor.
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Absolutely. The basic gist of it is the same, except in addition, you need to use a search area effect that modifies a unit (the mineral field) and reduces its resource amount, and make the auto-harvest behavior have a validator that checks if there are any mineral fields within range.
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@SomeoneTookMyNameTT: Go
Thank you so much, this really helps me alot! And thanks for the link I'll look into it. ^_^
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I would be very grateful if someone did this for me. Is there not anyone that could help?
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Hello guys,
I currently need a Turret-Z Attachment put onto two of my models so that they can work properly as turrets. Currently, turret actors are only compatible with the Turret-Z attachment type (I know, lame), and therefore I need to put one in. This is for my WoW Races Extension Mod, If you're wondering the project, and the specific models that I'm doing this for is the Spore and Spine Crawlers. Spore crawler will be Dragon's Tail (literally a molten Dragon's Tail) and a Dragonworm (Magma worm that spits fireballs).
I only need the attachment point; I know the animations are a little messed up, but if they were fixed, this would cause problems in-game because I already compensated for the animations in my mod. Thank you to anyone who takes this up and I have attached the models to this thread.
0
I like this premise, since it's quite similar to what I'm doing - except it's in the melee section, and it's more World of Warcraft oriented melee races instead of Warcraft III mechanics. Nice work.
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@BigDates: Go
You could use the Heal Dealt Multiplier field in the attribute, if I'm not mistaken, that will affect all healing done by the unit.