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    posted a message on Loading SM_Nova model into 3dsmax

    ah yes, there were no errors at all, i will try your suggestions now.

    thanks, will post if its solved/unsolved

    Posted in: Artist Tavern
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    posted a message on Loading SM_Nova model into 3dsmax

    hmm not sure if im doing it right, but when i flipped the normals, various polygons go missing instead, here are some screenshots to show what i mean:

    Pitch black model: http://sadpanda.us/images/579598-QCYEN88.jpg

    normals flipped: http://sadpanda.us/images/579609-CQ51RKO.jpg

    Posted in: Artist Tavern
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    posted a message on Loading SM_Nova model into 3dsmax

    Hi guys, i tried loading the storymode nova model (intending to add animations to it) into 3dsmax, but there seems to be a problem loading the material, as the model becomes pitch black as it is loaded into 3dsmax. I can add materials to it to not make it pitch black (but that isnt what i want, i want the original textures directly from SC2). So far, this problem persists in 3Ds Max 2010 and 2012, it wont even load in 3dsmax 2009.

    Is anyone else facing this problem?

    Posted in: Artist Tavern
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    posted a message on Removing/Adding Ground Collision

    @Juxtapozition: Go

    you will have to play around with the values, but i think the phoenix graviton beam's behaviour might give you a clue.

    Posted in: Triggers
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    posted a message on Removing/Adding Ground Collision

    @Juxtapozition: Go

    how about changing the unit property by means of a behaviour (add during jump trigger, remove on land) to make the unit have "flying" movement type when jumping?

    Posted in: Triggers
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    posted a message on [Unsolved]Z axis, WSAD unit sliding, and Unit highlighting help needed

    @Gamfvr ah, i dont have a vent server or a skype account, but ill register with skype by the weekend probably, as im at work atm >.<

    @Eiviyn i seem to have found the root cause of the stuttering; I have been using the "sliding" for movement during a time where i want to forcibly make the unit face a direction (camera yaw of player), however, the "make unit face angle" trigger causes stuttering when the unit moves (be it move instantly or regular move command. I tried using an "Make actor of unit face angle" instead, but when i do that, the unit turns when it moves (which isnt what i intended), i tried to change the unit's turn speed to 0 during that mode (and revert to default when changing modes) but because i only turned the "actor" and not the unit itself, the unit will face the direction it was facing when it changed modes and not the camera yaw.

    Posted in: Triggers
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    posted a message on [Unsolved]Z axis, WSAD unit sliding, and Unit highlighting help needed

    Hi all, im really new to the modding community but im trying to make a rather ambitious custom campaign, right now im having 2 major problems that i cannot seem to fix.

    Firstly, i cant seem to get the editor to "spawn" something in the Z axis, like say, the unit shot into the air and an explosion is supposed to spawn mid-air at maximum range (because it hit nothing), what i did was spawn a model (the explosion) with a Z offset of <height> but so far its not working at all =/ the explosion spawns on ground level no matter what i try to do.

    The other thing i cant seem to fix as well is to have units slide when they move by using a trigger. What i intend is for the unit i have to have a normal run animation that is used, and when a button is pressed and the unit moves, it doesnt play its running animation and instead, slides; the normal running is easily done, but when i do the "slide" part, it doesnt slide, instead it stutters as it moves. I tried locking into an animation, looping infinitely while issuing a move command, and ive tried using "move unit instantly to point" trigger, which was worse; both didnt work. To be specific, the unit is being controlled by WSAD. Moving a unit instantly to point seems to work when not using the WSAD trigger, however, WSAD somehow causes the unit to stutter.

    Edit: additionally, i wonder if anyone knows how to "highlight" a unit like was done in a really old video:

    Any and all suggestions/help would be very deeply appreciated.

    Posted in: Triggers
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    posted a message on Is there a way to display data in text?

    I have been trying many ways to display data inside a variable or data extracted from the data editor into text (like a text tag, dialog item, etc), but I cannot seem to get it to work. I tried using Print(gv_variableHere); but it gives me a syntax error.

    Is this even possible?

    Posted in: Triggers
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    posted a message on [Trigger] getting an actor to spawn at a certain point (With Z offset)

    now that i think about it =/ i may get crosshairs to work properly. but i will not be able to get shooting done properly, since when i shoot a projectile, it would only travel at the same height and wont go up or down (unless its going up/down a cliff)

    i was thinking of making an invisible decoy unit everytime i shoot at nothing and create a missile that shoots from controlled unit to the invisible decoy unit =/ but if i cant adjust its height, i might have to create like 50 decoy units with 50 if statements to determine which one to be spawned depending on where my unit shoots at o.o;; which is bad.

    what is the "point with Z offset" for anyway? it never seems to work no matter what i do. the point works, but the Z offset doesnt >>;

    Posted in: Triggers
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    posted a message on Small Guy, Big (Camera) Problem
    Quote from KrayzBlu: Go

    @Ixsiehn: Go

    What if I want the game UI?

    i have tried this alot of times, but nope, wont work with the game UI, the only way to get a camera that follows with the game ui is to set the camera bounds (not affecting minimap) to a small region that is constantly updated to follow the player's unit (which means you need to constantly update the camera bounds too).

    This however, results in a jerky follow camera =/ the only workaround to avoid jerkiness is to remove game UI and build up your own UI from scratch (with dialog boxes, etc)

    Posted in: Triggers
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    posted a message on [Trigger] getting an actor to spawn at a certain point (With Z offset)

    @happy04: Go

    hmm thats actually a good idea, i think ill try that. Thanks for the suggestion =p

    Posted in: Triggers
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    posted a message on [Trigger] getting an actor to spawn at a certain point (With Z offset)

    unit property changing doesnt work D= i tried, they wont allow me to change the unit height (the option doesnt even appear)

    Posted in: Triggers
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    posted a message on Is it bad to use a while loop without any wait?

    @KratsAU: Go

    instead of a loop, why not make the trigger trigger when you gain income? =o it wont run as often as a loop that runs once every 0.1 seconds.

    Posted in: Triggers
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    posted a message on Nova - Prepped for an RPG (Inquiry/Request)

    oh snap, id love to see this completed bug free too =X working on a Nova game myself.

    Posted in: Artist Tavern
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    posted a message on [Trigger] getting an actor to spawn at a certain point (With Z offset)

    Hey, this is my first time posting in here; I've been trying to get an actor to spawn in mid-air with no targets, but it doesnt seem to be working. Everytime i try to "create actor at point with Z offset", i get an error, and the actor wont spawn.

    I tried a workaround just to test and spawned an entire unit, but the unit will only spawn on ground level (even with Z offset).

    As you can guess, im trying to get a TPS thing working, im thinking of making a crosshair that will "get nearer" when you are pointing at an object nearby, while the crosshair stays far in the distance if you are aiming at nothing, or the object is quite far.

    Also on that subject, anyone know how we can put crosshairs in? im not sure if i can import a jpeg and convert it to an actor.

    Thanks in advance

    EDIT: also, i recall seeing a map where when the unit was selected, the unit model gets high lighted (like a white line drawn around the perimeter of the unit model from the camera's PoV), anyone know how that is achieved?

    Posted in: Triggers
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