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    posted a message on Best way to show pics and videos?

    @Hockleberry: Go

    Thanks for the answer, I will check it out.

    I'll wait for a response to the video question as I search for the best method via google.

    Posted in: General Chat
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    posted a message on Best way to show pics and videos?

    I would like to show screen shot pics and videos of my map progress as I have seen other members do. Specifically in PM's and eventually in general thread posts.

    1. Pics. could someone give me quick a step by step instructions on how to get pics into my PM's?

    Here is what I have to work with:

    { {CurseForge:16|title} }

    Taking the 'spaces' out of the brackets will show the image, but how do I upload my own image. If this links to the curse server, how do I access the curse server? Is there a better way?

    2. To make a short 5-10 second video, what program would be the quickest, most efficient and easiest to use to showcase my actor animations in a PM or thread. What file/video format is it in?

    Posted in: General Chat
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    posted a message on Could Not Find e_attachShield Error [SOLVED]

    - go to the model of the marine (not the asset model, the model named "marine" in the data editor)

    - edit "Attachment Properties +", add a new value

    - in keys select "Shield" and put the value to 1

    - in ID select "Origin" (you can change this, it will be the center of the shield)

    - in "Shield Radius" set the radius of the shield, I suggest from 0.7 to 1 (adjust this value to change the size of the shield)

    - next you set the "Squib type" to shield.

    Now you will see the protoss shield appear when the marine is hit from a ranged attack.

    your asset model (not data model) must have an attachment point. most asset models have this, most doodad asset models do not have it.

    Posted in: Data
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    posted a message on Mapster goes crazy on weekends.

    Its another weekend!

    Posted in: Off-Topic
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    posted a message on Imported Textures on Editor

    @JEGCPR: Go

    Thats just simply how it behaves.

    I recommend re-reading the 'texture select by ID thread', there was a working around involving a timer.

    Posted in: Art Assets
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    posted a message on [Solved]Animation Play Blend In Start Offset

    @DrSuperEvil: Go

    Thanks!

    The blend offset must only offset the blend time, not the animation play time. Its kinda obvious, now that I think about it.

    Posted in: Data
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    posted a message on Help. Tinting over orange or red to get blue.

    @JEGCPR: Go

    I'm new to the editor, but I know a bit about colors. Mixing the prime colors gives the secondary color.

    ie: yellow + blue = green.

    However, you cannot go from a color to its opposite color.

    ie: go from red -> green. Mixing red + green = muddy grey (in additive color mixing).

    However, in computer graphics, it ends up as grey'ish or roughly white, since you have control over brightness and HDR.

    You can turn a red into a green if you remove red itself (subtractive color mixing). So I would ask if there were a way to block the original color, rather than add an opposite color. I do not know if this is possible or how to do so in the editor.

    Using these principles, I do not mix the color i 'want' into the existing color. ie: if i 'want' blue, and the existing color is orange, I do not add blue. Instead, I look for similiar model, with a color that is as close to blue as possible, such as a model that is green. I then add a 'reddish blue' color (purple) to the green. what happens is that the red (within the purple) will negate the green and turn into muddy grey, which leaves the remaining blue (of the 'reddish blue') to show. So I end up with a blue'ish model. I then increase the HDR to make the remaining blue color brighter.

    However, there are limits to how bright the resulting blue color will be because the original 'orange color' still exists on the model.

    I am interested to see if there is a way to 'block' a color without re-importing the model or texture

    Posted in: Data
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    posted a message on [Solved]Animation Play Blend In Start Offset

    How do you skip the first few seconds in an Animation Play actor event msg?

    I want to skip the first .5 or more seconds. The option "Blend In Start Offset" does not work not matter what options I use (I've used every combination countless times).

    I have searched for a solution for a long time now. It think it must be simple, but I have not found it.

    Posted in: Data
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    posted a message on Ask simple question, get simple answer

    How do you skip the first few seconds in an Animation Play actor event msg?

    I want to skip the first .5 or more seconds. The option "Blend In Start Offset" does not work not matter what options I use (I've used every combination countless times).

    I have searched for a solution for a long time now. It think it must be simple, but I have not found it in months.

    EDIT: I suppose I posted this in the wrong place. I'll re-post this question in 'Data' section

    Posted in: Map Suggestions/Requests
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    posted a message on 1 Building Refund Ability with Different Refund Amounts?

    @DrSuperEvil: Go

    It works perfectly. Thank you sooo much!

    That's exactly what was needed. I have 1 ability with 2 effects for all the buildings.

    You saved me from making 80 separate abilities + 80 separate salvage effects, which includes entering/mis-entering value fields + future changes. That's a lot of work.

    This was the first tech question that I have ever asked on this site too... : )

    Posted in: Data
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    posted a message on Japs at our home yard

    @SamsaraNoMas: Go

    You'll need siege tanks asap.

    Posted in: Off-Topic
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    posted a message on 1 Building Refund Ability with Different Refund Amounts?

    I am trying to make one 'salvage refund ability' for all my buildings that refund the cost of that specific building. Is this possible? (using data, not trigs)

    So far, I can make one 'salvage refund ability' per each building and specifiy the refund amount.

    But, I cannot find a way to make 'one' ability for 'all' buildings that reference either the cost of the unit (building) or the cost of the build ability per unit. (based on the Bunker Salvage Refund Death ability)

    I can do this with trigs, but can it be done in data? Is this possible and how?

    Posted in: Data
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    posted a message on Photon Cycles Review
    Quote from houndofbaskerville: Go

    i [...] try and get them to like the map.. but it only ever works if the player is willing to commit to the game...

    [...] to marvel at its micro [...] the game does make you want to re try.. it does not make you hate it ...

    Would i like a bunch of changes? not really no, .. improvements yes!!!! but not changes.

    I have played this game a few times. I agree with the Hound.

    In short. I see the potential. This game is good, and it can be great. After playing, you feel 'good' and left with a desire to come back and destroy your enemies without the distasteful frustrations. However, the learning curve to becoming good at this game is very high.

    As the primary point of my review, I recommend addressing this learning curve.

    In detail, new players die fast. Players have a few seconds of play, several times that 'time' in waiting. Once skill is acquired through practice, the player survives longer and the game becomes more enjoyable, in a compounding way.

    I bluntly recommend adding 1-2 abilities to increase the survivability of new players. This will allow them to survive an additional 5-30 seconds, probably. Specifically, give these abilities 1-2 charges only.

    There must be limit and a very low one. I think anymore than 1-2 abilities with more than 1-2 charges would have too much impact on the entire difficulty of the game.

    Or, forget this idea and come up with a new way to increase the survivability of new players for an additonal 5-30 seconds.

    I'm actively trying to review more games as I work on my own project, If you found this idea helpful, let me know.

    Posted in: Map Review
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    posted a message on Starcraft 2 Armageddon

    @QueenGambit: Go

    Thanks! It's nostalgic

    Posted in: General Chat
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    posted a message on Viewing Models Crashes Editor

    @msong7229: Go

    I would first test again to see if it is your SC2 installation by opening up a new map using blizz default mod files.

    1. Make a new map.

    2. use Void Campaign Mod.

    3. Test Cutscene editor for identical behavior. If problem does not occur, then the error is in your original map or mod file.

    4. If problem persists, then uninstall all of starcraft. reinstall sc2. Test the cutscene editor again. (be sure to check multiple models, and check for third party programs that may be interfering)

    5. If problem persists after SC2 reinstall, then reinstall/reimage your entire OS. reinstall SC2. Test it again.

    6. If problem persists after complete OS reinstall & SC2reinstall, then most likely it is dying PC hardware or overheating: continue

    7. Do a google search on how to check your Video/CPU temperature. verify it is not a heat issue. If its not heat, then continue:

    7. Swap Video Cards. Mostly likely, a dying video card is causing graphic crashes.

    8. If you made it this far, then the problem maybe CPU/Motherboard/RAM related which i recommend a new PC. Or, I am completely wrong and you should start over with someone else's advice.

    Good luck

    Posted in: Galaxy Editor Bugs and Feedback
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