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    posted a message on In need of simple terrain .

    @Deeweext: Go

    I would be really thankful if you could make the map. With or without the trees and whatnot.

    What I ask for is that it somewhat looks like the maze on the picture in the first post.

    Just to show an example:

    Picture

    The picture shows 2 "bases" , on a similar map in W3.

    No need for arrows tho.

    Posted in: Team Recruitment
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    posted a message on In need of simple terrain .

    For the project I am making right now I need a very simple map(only terrain). That's how it looked in W3.

    The grey areas are cliffs, the green are trees.

    Believe it or not , I cannot even make some thing like that.

    Use any tileset you think would do nicely.

    I ask only to make something similar , nothing too complex and no trees needed.

    Either leave the centre empty or make something like a dark ritual spot.

    Thanks.

    Posted in: Team Recruitment
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    posted a message on Get distance between 2 units

    @Rushhour: Go

    Can you tell me where exactly have you found this Distance between Points ?

    I can't seem to locate it.

    EDIT: NVM found it, Thank you.

    Posted in: Triggers
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    posted a message on Get distance between 2 units

    Im wondering if anyone knows a way to measure the distance between 2 units.

    Ive been playing with the map editor and the only place where I found any mention of distance is in [If then else] but the distance can only be in the condition.

    So is there a way to get that distance written into a variable?

    Posted in: Triggers
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    posted a message on [Request] Kodo and Worker

    @Hamsamwich: Go

    Would you like ketchup with that order ? Not sure if they work right , just exported them from WoW.

    PS. Im kind of curious what you need them for , PM me bout it if its not too much of a secret.

    EDIT: Well i found a Kodo that looks more like the one from W3 , BUT with no rider , you could probably attach one. I will upload both just in case you need one with no drums.

    EDIT #2 : Appearently, there was a problem with the peasant. RE-uploaded

    Posted in: Requests
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    posted a message on Build on Ramps Tutorial

    @illidans911: Go

    Did you do the same for the (countour) pathing ?

    for example you edit 2x2 pathing , but did you do the same for 2x2(contour) ??? or whatever other pathing your structure uses.

    Posted in: Tutorials
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    posted a message on Building on ramps

    @Mozared: Go

    Nope tried it b4 , tried it again , i don't even know what that green thing does ..

    Any more ideas ?

    Posted in: Terrain
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    posted a message on Building on ramps

    I am making remake of a W3 map and for that i need to be able to build on ramps , preferable without altering them.

    Anyone know of a way to do that ?

    Posted in: Terrain
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    posted a message on Creating a remake of the WC3 map VamprisimBeast

    I'm actually making a similar map.

    Using WoW demon model for a vampire though , so atleast the name kind of makes sense.

    Posted in: Team Recruitment
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    posted a message on [Request] Dreadlord\Malganis

    Well nothing i try works on it, so i will delete that part completely.

    But if someone gets it to work properly (Like make it invisible or maybe shoves it underground out of plain view (I couldn't do it)) please do let me know.

    Posted in: Requests
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    posted a message on [Request] Dreadlord\Malganis

    @Kanaru: Go Thank you , I got it to work now.

    @Mienk: Go I've spent the night studying 3ds max , so now i could edit that part out myself. What I don't understand is why are the parts i make invisible during animations in 3ds max still visible in SC2.

    Is there a special trick to making invisible parts? If there is no way to make the part invisible then I will really have to cut out the death animation into another model.

    Posted in: Requests
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    posted a message on [Request] Dreadlord\Malganis

    Im having trouble with a model. The model is showing the part that should stay hidden until near the end of its death animation. I will attach a sreenshot of that. My request would be :

    • Make that part invisible until when it starts to fall (easy to spot on its death animation(atleast in 3ds max))

    Or

    • Delete that part completely

    Btw I did try to do this on my own. Im new to 3dsmax so when I exported the model to m3 after deleting that part I ended up with a textureless model.

    Posted in: Requests
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    posted a message on WoW Model-Pack Requests

    Just curious , Is anyone planing to fix up the dreadlord model? Or should I just post a request about it in the artists tavern ?

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    @GhostTwoSix: Go

    I may be wrong but this could be the proper quote :

    Quote from Zarakk: Go

    @happy04: Go

    Characters in the means of any custom-made char like you can do on the real WoW, or an NPC that is based on the customizable model with armor, both unable to at this time.

    Characters with a custom model, such as Arthas, Jaina and such can be exported.

    Though I've heard that the awesome chum that is making it possible to export things from Model Viewer is working on making that possible in the future, along with particles. So stay tuned :)

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    I have a problem with the w3 undead hero model of the dreadlord. His armor is hanging over his head all the time. Im guessing this can be fixed by making it invisible until a certain moment in his death animation ( Thats where it should have apeared , and everything except the bats and the armor should disapear ).

    Posted in: Art Assets
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