• 0

    posted a message on M3 Exporter

    not really. i've simply been changing values in hopes of finding this. i knew there had to be some sort of gravity/vertical force value in there somewhere...


    is what i've come up with so far. im pretty noob at this stuff but no-one else is gonna do it ! haha.

    thanks for your help with the exporter btw.

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    just wanted to mention, i've attached a screenshot with a couple of "unknown" particle variables that i've identified.

    Speed 1 - Vertical Velocity/Gravity. a negative value makes particles fall. while a positive value will make them curve upwards and climb
    Speed 2 - seems to be deceleration? basically how fast your particles lose speed

    i'm still having a ton of trouble doing particles but knowing about these two is going to let me accomplish what i want so im happy atleast.
    but right now i can't get particles to work very well by just planting a particle emitter and setting some basic values. i can only do basic. static particles this way. no matter what i change i can't get them to move through initial speed var :(

    i've resorted to just ripping a working particle emitter from another model and just copy pasting it and editing it to suit my needs.

    Posted in: Third Party Tools
  • 0

    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    i downloaded 2.63, didn't work, so uninstalled and downloaded 2.62 but dont have much better results.
    everything i tried didn't work. some terran units. some protoss units like immortal. some protoss buildings like gateway. i couldn't load any of the custom models that i have for SC2BW.

    it's probably just something on my end since i assume the majority of models should work?

    http://i.imgur.com/H12zo.png

    Posted in: Tutorials
  • 0

    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    having a hard time importing any sc2 m3 files into blender with this. everything gives an error. only one that hasn't yet is the zergling.
    am i doing something wrong or do you not fully support this?

    Posted in: Tutorials
  • 0

    posted a message on [Showcase]BW Valkyrie

    theres just 20-40 variables with seemingly random figures in them and i have no idea what half of it means.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase]BW Valkyrie

    @Batomys:

    thats upto buhhy i would assume

    Posted in: Artist Tavern
  • 0

    posted a message on Explanation of Mods for Big Maps

    ignore

    Posted in: Data
  • 0

    posted a message on M3 Exporter

    i've been watching this thread for a long time :P
    any work would be very much appreciated.

    Posted in: Third Party Tools
  • 0

    posted a message on Path Of Exile Beta Key Giveaway

    pretty keen to try it.

    Posted in: Off-Topic
  • 0

    posted a message on Making units patrol together

    i've done something similar
    also used a trigger

    pick each unit in unit group
    if unit is too far from center of unit group
    pick each unit in unit group
    order unit move to center of unit group (before existing orders)
    wait about 0.5 seconds
    order unit group to move to original target point

    Posted in: Triggers
  • 0

    posted a message on Skyrim Dragon

    look up a tutorial about skinning bones to a mesh :P i dont have that much time right now lol

    Posted in: Artist Tavern
  • 0

    posted a message on Skyrim Dragon

    pretty sure im not using the lod model. it just looks that way in 3dsmax because of whatever setting controls the preview quality.

    Posted in: Artist Tavern
  • 0

    posted a message on Skyrim Dragon

    im not ready to share it right now. i havn't decided if i want to make something out of it yet.

    Posted in: Artist Tavern
  • 0

    posted a message on Skyrim Dragon

    xaf is the animation format.

    also you dont delete the bones. simply remove them from the skin modifier. something i forgot to mention with this is this part of the mesh will be unskinned. meaning it wont move with any animation. you need to grab the foot bone and skin the entire foot/toes to that bone

    Posted in: Artist Tavern
  • 0

    posted a message on Skyrim Dragon

    you can import the animation the same way you imported the model iirc, you just import it over the top. problem is now you have to save that animation as whatever 3dsmax saves animations as. do this for all the animations you want. then you need to use the motion mixer to import animations and set them up on the track. this gets tricky. you need to make a bind pose animation aswell otherwise animations will start where the last one left off. so you need the bind pose inbetween every animation set.

    thats just half of it. the next part. took me a long time to work out and isn't really easy to explain. motion mixer doesn't setup any keyframes or anything and it uses a controller that likes to blend shit together wrong. alot of this has to be changed and the keyframes of each animation set need to be changed to step transition or whatever it is. i dont really have time to go through it all right now tho :(. gl.

    Posted in: Artist Tavern
  • To post a comment, please or register a new account.