• 0

    posted a message on WoW Model Requests: Gurloc and Snobolds

    Hi everyone, I wish I could offer to install wow in my computer so I can rip some models, but unfortunately I'm running bootcamp on my mac so I don't have enough space. Could anyone rip these models for me?

    This here is called Gurloc - some variation of the murloc.

    Gurloc 1

    This is Snobold a variation of the kobold.

    Snobold

    Other than that, I don't really have any information - but if you could please get a hold of them for me - I would be grateful... Thanks in advance.
    Posted in: Requests
  • 0

    posted a message on Editor and Game very slow and high memory usage
    Quote from TyaArcade: Go

    Like I said, put your imported files into a mod and it will take saving times down to almost nothing. The editor will compress all imported files each and every time you save, which takes forever. If using a mod isn't an option for you, then consider just removing the files from your map and re-importing them when you're done. It saves so much time!

    Thumbs up, priceless tip.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Rock the Cabinet: GetHypered!

    This game looks incredible,.. I'll be sure to try it today. I've seen some other mods on your youtube channel on the asian server - it looks like boss fight game, what is that all about?

    Posted in: Project Workplace
  • 0

    posted a message on Walking on Water (Jesus Templar)

    @DuckyTheDuck: Go

    Sorry for the late response, thank a lot!!

    Posted in: Terrain
  • 0

    posted a message on Walking on Water (Jesus Templar)

    Hi All,

    I'm having a problem where the units won't change height as the terrain changes. The unit is walking on water, when they should be underneath - is there a way to fix this?

    Posted in: Terrain
  • 0

    posted a message on Proper Way to Preload

    Thank you all for the response

    Posted in: Triggers
  • 0

    posted a message on Proper Way to Preload

    Hey Tri, thanks for the response - do you knwo which data needs to be preloaded?

    Like if I preload a unit, will it cover all linked actors abilities effects sounds models? Or do I need to go through preload everything individually? Every single actor, model, sound, ability, effect in my map?

    Posted in: Triggers
  • 0.963009720994824

    posted a message on Proper Way to Preload

    Hi again everybody, this time I wanted to ask - and this is not about banks, but about preloading data on init so that they don't lag on first time creation. What is the proper method? Do i go about doing it in the Preload Info or do I use preload native in the trigger section? Do i create units and actors and remove them right after - does a player need to see it happen? Which types of data needs to be preloaded?

    Can someone shed some light please? Thanks in advance,.

    Posted in: Triggers
  • 0

    posted a message on Simple(?) Model Edit

    WOw! You are a lifesaver thank you so much. +1

    Posted in: Requests
  • 0

    posted a message on Simple(?) Model Edit

    Hi all I was in need of some assissstaaancee removing the smoky effects from the neural parasite model. Can someone help me please :>

    Posted in: Requests
  • 0

    posted a message on Actor Warning?

    @joey101d: Go

    i have no clue,.. some terrains that are bumpy cause this error.. but how can i prevent it?

    I know the missiles themselves don't have a negative z its just a missile effect that targets the floor from its caster. Wat a pein.

    Posted in: Data
  • 0

    posted a message on Actor Warning?

    I'm not sure how its affecting the game. but I keep getting this error... and I really want to know why... Can someone shed some light please?

    Posted in: Data
  • 0

    posted a message on Dynamic Text Actors

    @DrSuperEvil: Go

    I decided to do something else so I don't realy need the answer anymore, but the timed SetScale message doesn't work for text actors.

    Posted in: Data
  • 0

    posted a message on Dynamic Text Actors

    Is there a way to set text size over time? SetScale 3.0 .25 stuff like this didn't work.

    I'm trying to create a damage text that quickly shrinks to a size in a short period of time as a visual effect,.. but can't get it to work via trigger cuz the loop is too slow and therefore looks unsmooth. So now I'm trying via the text actors - if anyone knows of one way or the other please let me know:>

    Thanks in advance.

    Posted in: Data
  • 0

    posted a message on Dialog Item Button

    @herdal8: Go

    ugh thanks i feel so stupid. i thought for some reason hover image was like a tooltip... makes sense now.

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