• 0

    posted a message on Attachment points problem

    Hello guys,

    I'm using the Classic Probe model in one of my projects, and I was trying to make a visual shield on him, which does not appear even if the units has shields at the beginning ... So I went in the model tab ==> Model property ==> Attach Origin/Attach Center (Tried both) , shield radius 1, squib type : Shield, but whenever I try my unit, in-game, there are data-errors that say that the game wasn't able to find the attach point for the shield ...

    So then I went in my cutscene editor, and displayed the attachment points of the units (wanted to see if there were any), and gladly there are a couple, but how do I see what's their name/reference ?? I can click on them, but I don't know what they represent. I need to know what each attachment point represents (Origin, Weapon 1, ....), co I can set the attachment point for the shield in the model attachment properties.

    Here is a pic of my unit : http://imgur.com/Uwb734S

    Help please

    Posted in: Data
  • 0

    posted a message on (Solved) Model texturing

    Omg, I love you sir ! I would hug the shit out of you IRL if I could. Thank you very much !!!:)

    Posted in: Data
  • 0

    posted a message on (Solved) Model texturing

    Hello,

    I downloaded the Bw Probe model, but I have a problem with the textures ... The .m3 model is there, but it's just a big glowing light that changes color with the triggering player ... How do I add the textures to the Bw Probe model ?

    Posted in: Data
  • 0

    posted a message on (Solved) Some questions for new RPG map (Will be updated often with new questions).

    First of all, thank you very much for your answer :)

    1) Yeah that's what I was afraid of ... But I was wondering if I give all my units the same inventory, when morphing from one to another if they would keep the same items ? Also, is the inventory you're suggesting containing a modifiable weapon slot ?

    2) Thank you very much

    3) Yeah, but would you have a tutorial explaining particularly how to use banks ? I'm really bad with triggers, it's a big flaw in my editing, but I'm willing to get better.

    Posted in: Data
  • 0

    posted a message on OneTwo's creep trail+ stimpack

    @pokenoufl: Go

    Never tried, but I think you should try with a persistent effect, since you have to apply slim every second. If it still doesn't work, did you try copying the overseer's ability to generate creep ? Just create a "set" effect for your ability and add both the stimpack and the creep effect into it, or using a "create persistent", apply the creep behaviour periodically, and the stimpack as initial effect.

    Posted in: Data
  • 0

    posted a message on (Solved) Some questions for new RPG map (Will be updated often with new questions).

    Hi, 1) I plan on using this tutorial to build my inventory (http://www.galaxywiki.net/Creating_an_Inventory_System) in my map. However, the "Hero" in my game always changes of "armour" (morphs into various units). Is there a way I can make a data inventory attached to a player, and not to an unit ?

    2) Where can I find a good explanation on how to customize the UI ? (Creating beautiful UI inventory bars, moving the command cards buttons etc.). I looked in the tutorial section of the UI section of the forum, and I can't find anything, and it seems some links just don't want to load ...

    3) What is the best tutorial to learn making banks to enable saves on my future map ? I looked for them, didn't found a good one. Would it be better to use a preconceived mod for the save/load options ? Again, I would like to make a beautiful UI with a save/load option and buttons on it.

    Posted in: Data
  • 0

    posted a message on Canceled

    @PinkyBlue: Go

    Ok, thanks for the advice, will do, great idea !:)

    Posted in: Team Recruitment
  • 0

    posted a message on Canceled

    @PinkyBlue: Go

    So what you suggest is making a small "miniature" version of the game I want to create, to see if people like it ? Or just to start with a smaller, fun project, to start learning working together with the new team ?

    Thank you btw, all your advices are more than welcomed !

    Posted in: Team Recruitment
  • 0

    posted a message on Canceled

    @GlornII: Go

    That's a good idea you bring here. I will check other similar maps, thank you. Because as I said, the idea will "turn around" the empire builder concept, but I plan on adding exclusive and additional content for the player, enriching the experience.

    For the models, that's a good idea you have to focus first on the game mechanics and working before implementing the models. I'll keep this in mind, so we can focus purely on the game, until we're pretty much satisfied with how it's working. Then we'll add and work the models with the structure we have.

    Thank you for your offer, I'll keep it in mind !

    Posted in: Team Recruitment
  • 0

    posted a message on Canceled

    @NAAphotic: Go

    PMed you

    Posted in: Team Recruitment
  • 0

    posted a message on Canceled

    Thank you very much, yes I removed the "forum people" spots for the team, as suggested, forgot to mention it in my last posts. I will do an update here when the game reaches her final stage, or starts having more and more players, then requiring a community.

    For the time, I know that a big game like this requires time and investment, and I don't really mind how long it takes, I even planned to wait for LotV to come out to add more interesting content, models and visuals. Even if it takes 5+ years to finish, I will work on it as long as I don't judge it perfect to be released, little bits by little bits.

    As for my personal experience, I create 2 "builder" units for the Island Defense 1 and 2 games, including workers, resources, various abilities etc., as well as many, many little personal tests for my personal pleasure and fun.

    Thank you for the good luck ! I'll keep in mind your offer as a tester and grammar corrector !:)

    Posted in: Team Recruitment
  • 0

    posted a message on Canceled

    True, true ... Thank you Lemmy for your post. You make me realize a lot of things. Let's take this point by point :

    • Models : We don't really need a modeler, there are pretty good models we can import for Warcraft etc, including archers, knights etc., I just tought that if we had someone that could be interesting, but I personally think we can do something good with all the models available on the internet so far.

    • Concerning your 4th paragraph : Yes I totally agree a game has to change during its development, because of new ideas, tests, difficulties etc. I just meant to show how serious this project is to me by saying that I want the main core planned before even starting, so people see it's not a : "ah let's start and we'll see as we progress" kind of game, but more of a "serious, well planned and prepared" game. Also, I'm at university, so I know that from august to December I will not have a lot of time to work on this, but it's a serious project for me that I will work hard on during my vacations, and a little bit by a little bit while I study, no matter how many time it takes. I said 1 year and half - 2 years AT LEAST because I wanted to warn people joining the team that this won't be a rush to launch a big game in 6 month.

    • For the 5th paragraph : Yes I will be a "leader", because I started the project and I got the idea, but maybe another member of the team will invests himself even more than myself into this project, and it is with please that I will even give him the lead if he's better than me, spends more time on the project or contributes more than me. I'm not seeking for employees as a boss, I'm seeking people equal to me, better in other parts of the GE, who find my idea for a specific concept interesting, and who wish to create and improve a good game with me.

    • As for my experience and capabilities in GE : I'm not a Prozaic Muze, but I can do couple of things with the data editor. I definitely suck hard at triggers, but I do my best to look tutorials and seek help here if I have to do something I'm not able to figure out myself. I want someone good with triggers so this project can efficienly progress and I can focus on a part of the GE I'm better with.

    • Lastly, I consider really reducing, even maybe removing the survival part of the game at the beginning, targeting only an "empire building" game that will lasts from 40 minutes to 1h30-2h for the tightest games. But I will really keep the length of the game in mind, that's another good point you bring up !

    Thank you very much for your red flags and warnings, you do bring good points, that I have to work on and consider, but I have faith in this project, no matter how many time it takes, I will do my best to conclude it.

    Posted in: Team Recruitment
  • 0

    posted a message on Canceled

    @Elmaex: Go

    • Models : Yes I'd really like to have custom models, starting from middle age (knights, archery etc.), going to really futuristic at the very end of the game. I will add that requirement in the team, thank you very much !

    For my following answers, you have to understand that I just presented the general idea of the game I was thinking here, but that I expect a lot of feedback, ideas and critics from the team as soon as we begin working on this.

    • Combat : As far as I planned, would be like normal Starcraft, having troops in real time etc. Diplomacy enabling various options, not only war and peace. But honestly, I didn't really think about it precisely so far.

    • For the rounds : No, I would like to keep the game just like the normal SC2, where time spent is important. Maybe make a little step toward civilization (just an idea, again, will discuss with the team) by freezing game time during couple seconds so players can choose religions or something like that (will discuss).

    As I said, yes I'm a really perfectionist person. I want every little corner to be sharp, every button to have the perfect icon, every single tooltip to be flawless... I want this game to be perfect from A to Z. If you are like this too, you are more than welcomed in this team ! Your talents with triggers really interests me, and if you're good with data or other aspects too, I won't refuse any of your additional skills !

    Note that the first thing I plan to do with the team is to precisely decide every aspect, mechanic, values, numbers, detail of this game, (just like the questions you had) before we even start opening the GE. We will have various Excel and Word documents containing all the data of the game before we start building it in SC2. Of course things some things will change with time and testing, but I want a solid and flawless core to build on to.

    Posted in: Team Recruitment
  • 0

    posted a message on Canceled

    Hi everyone, I'm starting a big project this summer. I consider this a really big and serious project, and I'm a really perfectionist person. Therefore I'm looking for rigorous and invested people to help me with this. Here are the details :

    PROJECT DETAILS (Still working on it, and may be modified with the team) : 8-10 Players, begin with a survival-like game in a new world for a Hero unit, that will slowly build a village, progressing to a civilization, then to an empire, going really deep in technological research (futuristic).

    Beginning of the game will be a ressource collection, and day-to-day survival, while more the player will progress, more it will be a "Civilization" like game, having to deal with scientific researches, harvesters, workers, religions, diplomatic (and war) problems and trades with other players. The game will be built enable cooperation as well as individual play for players, and different modes and map would be available.

    • REQUIRED TEAM : I'm a relatively competent person with the GE, particularly with the Data editor. Therefore, what I would need is :

    3-4 persons capable of either :

    - Be good with triggers : Someone who will work on the diplomatic and trade system, and pretty much all the triggers involved in the map, since triggers are my biggest weakness.

    - Be good at making custom an UI: I would like a perfect, beautiful and easy UI for this game.

    - Artist : Would make the map, the loading screen, some icons and images for the buttons and the game.

    - Modeler, if available (facultative), to make additional custom models for the game.

    I also seek good english writers, because English is not my native language, and I want to have perfect and correct tooltips (So these persons will have to correct every thing I write, so it's grammatically correct).

    • WHO AM I ? : I'm a student, studying in physics and currently doing a bachelor degree. I live in Montreal (So I don't know what relative time it is), who really likes to create and work on GE projects. I'm aiming at something really big, which I hope will be in the top played arcade games of SC2 when the project is published. I have nothing to offer, except a promise that I will give a lot for this project, and that I really want its success, and any of your help would be appreciated, hoping to create together something a lot of players on SC2 will enjoy daily. Contact between the team can be made by Skype, teamspeak, or whatever other ways you would like, even just writing, as long as there is a good communication.

    Please contact me on the forum if your interested at helping for this project. Even if your talents does not match the ones I listed above, it will be a pleasure for me to include you in the team if you wish to help into the development of this project. Also do not hesitate to contact me even if the project has already begun, since I plan on working and polishing it for at least 2 years before releasing it, eventually waiting for the LotV expansion to make it an unforgettable game !

    Thank you for your attention, and any comments, suggestions or questions are very welcomed !

    _____________

    Team so far (2 more spaces available):

    NAAphotic (UI and Triggers)

    ? (UI/Triggers)

    ? (Artist)

    AirFlare (Data)

    Posted in: Team Recruitment
  • To post a comment, please or register a new account.