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    posted a message on Terrain Textures - Help!

    @Telthalion: Go

    None were displayed when reopened. You have to change it in the map properties section in the Map tab after you change the settings in the data editor, changes will be effective immediately (just figured this out myself).

    Posted in: Terrain
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    posted a message on Terrain Textures - Help!

    <<quote 992029>>

    <</quote>

    I had the same issue as the original poster and I did exactly what it said. I've replaced the Bel'Shir textures under the Texture - Blend+ option but my palette still only displays the default ones. Either there's a missing step or something broke in the most recent patch.

    Posted in: Terrain
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    posted a message on A Haunting Demo TEST

    @Pshyched: Go

    It's pretty cool, but there appears to be a bug when you go upstairs >_> You can walk through the wall on the right, but you can't go anywhere else.

    EDIT: Ah, it worked the third time I tried going up. Might wanna see what you can do to fix that though :P

    EDITx2: After you exit the door on the second story you can't get back in. It might help a bit if you could go in through that door, but only after you had opened it from the interior.

    EDITx3: The menu for quitting the game / viewing instructions appears to stay up after you click it, accidentally quit after playing around in it for a bit :|

    Posted in: Map Feedback
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    posted a message on (BETA) Battlefield Egypt II is now OPEN BETA
    Quote from Bounty_98: Go

    Hello everyone!

    I have been working on the sequel to one of my previous maps "Battlefield Egypt" and am in need of beta testers so that i may film a video of full 4v4 gameplay and launch!

    Here it is! We managed to get some footage of a game tonight, enjoy!:)

    Ahh I remember playing the games you had released back in the beta days of starcraft 2 :P I really enjoyed Haunted Mansion (Or atleast that's what I think it was called >.>) since I had never seen a map developer change their map that frequently. It really made the game fun (Although I could imagine it'd be a pain in the nuts to redo the terrain each week D:). I'm sure I have you added on my list somewhere, if I get some freetime in the upcoming week I'd love to test your map.

    Just two quick things from what I've seen.

    1) Someone said that it was hard to differentiate between friend and foe, have you thought of attaching some sort of light underneath the player almost like a Warcraft 3 hero? Not sure how it would look in game or if it would work, just thought of a random suggestion >.>

    2) Does the melee character have a method of stealth? I may have missed it, and I did see the cloaking button on the little bar at the bottom, just didn't see its function. Perhaps if it's found to be too cheap, then make it so that it requires stamina to use. This is just another random suggestion though >.> I'm not neccessarily the greatest map maker or balance designer, so don't take the things I say too seriously :P

    Cheers, Bored.322

    Posted in: Project Workplace
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    posted a message on Force Field Duration

    @DrSuperEvil: Go

    Figured it out by searching for the value, the problem was that it was in the Behaviour section, but for some reason wasn't appearing without putting Stats - infront of the search value. Thanks.

    Posted in: Data
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    posted a message on Force Field Duration

    @DrSuperEvil: Go

    Yes, but WHERE is that duration? I can't find it in the data editor, that's what I've been trying to find the whole time.

    Posted in: Data
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    posted a message on Force Field Duration

    @DrSuperEvil: Go

    Mhm, I know how the actual buff works. My problem is that I don't know where to edit the amount of time it has before it uses this effect. It lasts 15 seconds, I however need it to last only 5 seconds.

    Posted in: Data
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    posted a message on Force Field Duration

    @DrSuperEvil: Go

    I've checked the buff there, and I've tried the object explorer. I've not been able to find anything regarding it's duration however, even after looking through the suicide effect that it plays. :s I'm relatively new to the data editor, so it might just be somewhere in plain sight.

    Posted in: Data
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    posted a message on Force Field Duration

    I've been hunting through the data editor for almost an hour now, and I have TRIED to find an answer on the forums but it has yielded no results >.> Does anyone know where to change the duration of force fields in the data editor?

    Cheers, Bored.322

    Posted in: Data
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    posted a message on My first model :> Although I need help
    Quote from grenegg: Go

    oh the classic "create my own race......"

    Why can't some important, smart talented... team get together and do this? Its not hard, i did it! (No, no custom models, just used xelnaga buildings and such)

    Because this isn't for an important map quite simply. If I wanted to put something serious together I would, but I'm mainly trying to figure out how to get into modeling and I sure as hell won't be any good if I just get other people to do it for me. I see no reason why I can't learn how to do it myself. But we all have our opinions and I respect your criticism.

    Although I don't see why you're inferring I'm not smart ^.-

    Quote from ElGabster: Go

    @tFighterPilot: Go

    obviously too many polys? how can you say the when he isn't even showing the wireframe, and he has decent amount of details so i think it could work

    @Captincronic: Go

    what problem did you use?

    Don't exactly know how to view the poly count in SketchUp but there are 2311 faces for what it's worth. Mind you there are quite a few round surfaces so I might just make those into 5-6 faced polygons to reduce the count and give it a more rigid look. As for what 'problem' I used, I'm not sure what you mean XD if you mean the program, I used SketchUp >.> I plan on getting 3DSmax from one of the student programs at my school however.

    Quote from buhhy: Go

    Regarding texturing, it's a whole new can of worms. AFAIK, google sketchup cannot unwrap uvw's, so you'll have to port to another 3d program like 3dsmax or maya (maybe gmax?). You'll have to basically map every face of the model onto a 2d surface, then use a graphics program to paint over that. You can't just directly "paint onto the model". Animation wise, I'm not sure if m3 sequences tools exist for any program other than 3dsmax but don't quote me on it.

    The model looks good for a beginner; I suggest you thin down the antennae a bit though. You'll definitely need to cut down on the polies, I can see the model having 5k-6k polies oO. Generally, 2k for a simple model and 3k for a complex model is good.

    I noticed that there was no wrapping option, I did plan on porting it to gmax for the time being and opening it with photoshop to see if I could do it there, because I have seen people paint onto the model itself, although 2d mapping would probably be a bit easier. Thanks for the input on the m3 sequences, I won't quote you on it but if you think it's possible I'll look into it a bit more :P.

    As for the antennae, I did notice it was a bit thick in the image >.> It's a bit thinner really, but I'll try and scale it down regardless. I'll try and export it to a different program to check the poly count.

    Posted in: Artist Tavern
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    posted a message on My first model :> Although I need help

    *Picture at bottom*

    Well, I can understand if there are hundreds of problems with what I'm trying to do, but I'm new to the modeling scene. My desktop has melted and I've ordered a new one, and during my spare time I've been trying to find something to do. This laptop however, can't exactly run any heavy programs (as a matter of fact it gets 5 FPS in Minecraft and 7 in League of Legends, which means I can't really play them) and so I decided to try out Google Sketchup (Although from what I've heard it's not exactly the greatest)

    I've found it very easy to use, and I am quite pleased with the results of my first model. It was supposed to be a cog-based turret theme for a human team, and it looks somewhat like that, with a bit of a gritty look. After making it I decided that I wanted to make a custom race for a Starcraft 2 custom map, which is likely with the amount of spare time I have.

    I made the model, and used basic colours just to see what would look nice. The lines on top of the semi-circle which are on the long poles shouldn't be there, I plan on removing those although I think they would be invisible when exported/in game anyway. The red part of the turret would also be the team colour, although a) I don't know how to do this (however I will deal with this problem when I need to later down the road) and b) the colours will be a little more gritty. Now here's where I need opinions/information/ideas. I was hoping to import the 3D model into photoshop to paint textures onto the 3D shape. I know this is possible, although I'm not sure if this is the easiest way to go about doing this. The other problem is that Google SketchUp exports things with a .dae format, but from what I've heard it's possible to just convert the .dae file into an .m3 or other file in g-max.

    The final problem is the actual animation part. What programs can I use to animate an imported model? I actually liked working with SketchUp, so if it IS possible to animate it in another program that would be nice.

    Any feedback regarding the model itself is always welcomed :D It's my first attempt, and I'm terrible at critiquing my own work. I feel it looks nice, although it may look kind of basic. I don't claim to know anything regarding modeling or the programs associated with modeling, so feel free to correct me if I'm wrong on anything >.>

    Cheers, 13ored.322

    My first model -> Cog-themed Turret

    Posted in: Artist Tavern
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    posted a message on Remove Model Pathing

    I currently have a doodad which has the model of the Cantina, and it looks fantastic. There is however, one small problem. My problem is that there's a hole in a section of it (good) which I was using as an entrance, but units can't pass through it. They can step through a spot just to the left of this whole, but that's a metal panel.

    Is there a way to completely ignore the pathing of the doodad? :o

    Posted in: Miscellaneous Development
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    posted a message on Data editor door

    @Captincronic: Go

    For anyone having the same problem as me, it can easily be done through these triggers.

    First I had to make the doodad have the same model/actor as the previously mentioned door, then through triggers I did this:

    Open Door: Events Unit - PlayerUnit Enters CantinaDoor_E1 Local Variables Conditions Actions

    Animation - Play Start animation for (Actor for Cantina Door [102.42, 204.19]) as Default, using No Options options and Default Time blend time

    General - Wait 2.0 Game Time seconds

    Animation - Play Work animation for (Actor for Cantina Door [102.42, 204.19]) as Default, using Play Forever options and Default Time blend time

    Unit - Kill Dynamic Pathing Blocker 2x2 [106.00, 204.00]

    Events

    Unit - PlayerUnit Leaves CantinaDoor_E1

    Local Variables

    Conditions

    Actions

    Animation - Play End animation for (Actor for Cantina Door [102.42, 204.19]) as Default, using No Options options and Default Time blend time

    General - Wait 2.0 Game Time seconds

    Animation - Play Stand animation for (Actor for Cantina Door [102.42, 204.19]) as Default, using Play Forever options and Default Time blend time

    Unit - Create 1 Dynamic Pathing Blocker 2x2 for player 14 at (Point(106.0, 204.0)) facing (Position of (Triggering unit)) (No Options)

    Posted in: Data
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    posted a message on Data editor door

    I want to make a door in the data editor with the same mechanics as the metal gate, but I wanted to make it look realistic. I figured having a metal portcullis on a ship would be... unfitting. After some fiddling through the viewer and doodads, I found the PERFECT door.

    "SMHyperionBridgeStage1CantinaHS" is the name of the door, perfect graphic, perfect animations, EVERYTHING about it fits my map. The problem is implementing it into an object. I can make a building with the same graphic as it, but a) it has no animation, b) the pathing on it is wack c) it's on a slight rotation so it doesn't line up with the grid and since it's a building it can't be rotated.

    If someone could help me figure this out I would really appreciate it, it's been bothering me for awhile and I can't use any doors in my map at the moment :P

    Bored.322

    Posted in: Data
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    posted a message on A Door from a Set.

    @Captincronic: Go

    :( Will work on it myself and post any results. No guarantees >.>

    Posted in: Miscellaneous Development
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