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    posted a message on [Help] dds plugin for Photoshop not working
    Quote from Kanaru: Go

    Well I know it doesn't appear if you are using 64-bit Photoshop, but since you have a 32 bit OS that can't be the problem.

    On a side note, it appears as the .dds format in Save As.

    well, i guess i screwed up, when i installed PS i decided to only install the 64 bit version. so this plugin isn't working for me. lol

    Posted in: Artist Tavern
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    posted a message on Team color.

    There is a way. it involves exporting the texture, opening in photoshop, and messing with the alpha or something. I don't know exactly, but it is possible.

    Posted in: General Chat
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    posted a message on M3 Exporter
    Quote from crazyfingers619: Go

    @canichols2: Go

    uncheck use internal paths before you export and import your textures then save. you may want to try reloading your file after you have all the textures imported.

    I remember people saying this before. i just though it got taken out in a later patch. i was never able to find it to uncheck it. and also, wouldn't that make the texture run off of my HDD? i thought that was why "use internal pahts" would be there in the first place. anyway, where is it? in the max script? the material?

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    I am having some trouble with texturing my models. after i export them, with no erors, and import them into SC2, all i see is blue.

    So, after days of trying to export my custom models into SC2, i have come to no avail. and half a day searching through only 13 pages of this thread(it has goten quite large) i just decided to ask. now, i made sure that the texture paths show are correct in the editor and in 3DS. I made sure the texture format worked (i.e. TGA) it showed up in the editor. I'm using the starcraft 2 material and Starcraft 2 bitmap that came with the exporter for my model's material. and some other stuff that i can't think of. but i just can't figure out where i messed up.

    I was able to get working model/textures in game back durring the beta. using who knows what exporter version. but can't figure it out now.

    HELP PLEASE!!!

    Posted in: Third Party Tools
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    posted a message on Custom unit, player color

    I'm trying to make a custom unit and can't figure out how to make the texture change for each player. like having one player blue, and another red. not sure what exporter i'm using, as far a i know, there's only one out there.

    Posted in: Artist Tavern
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    posted a message on Model Importing Help

    I am making custom models for my map. but when i import them they are Huge. and in the 3DS Max i imported a baracs and scalled down the object to the exact size as the baracks, then reimported it. the model is still bigger than the entire map. OMG. I can't figure out what I'm doing wrong.

    Posted in: Miscellaneous Development
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    posted a message on Button for Sending Wave

    I already have my waves, timer, timer reset, and difforent waves set up the way i wanted them before you gave me this tutorial. so i'm trying to integrate it into what i've already got. but i can't get the button to show up. i put the dialoge stuff in my map initialization trigger. but i can't see the button in game.

    Posted in: Miscellaneous Development
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    posted a message on Some simple questions that no one can seem to answer
    Quote from Tomed: Go

    2. How do you create a trigger to change the value of a Unit Property field? For example I want the player to be able to stack Spine Crawlers on top of each other. In order to do this you must change

    Pathing - Pathing Footprint

    to

    Footprint 2x2 Placement Only

    The problem with this, however, is that units can now walk through this building. So how would I go about changing this value back later? Set Unit Property is the closest thing I've found but it only has a list of some very basic properties.

    3. Say I want to let only drones pass through buildings. Which values would I modify without changing the drone's Mover property to Fly?

    I was able to make my cannons stackable by taking the "Movement - Collide" property in data editor, and deselecting everything in it. it allows the cannons to be stacked, while still retaining their unit blocking property.

    But, the only way i've found to let the builder(Probe in my case) to get to the thing is to make him fly. but that kindof buggs me since if he goes to the wrong part of the map, he can get killed by what's supposed to kill the "civs".

    Posted in: Miscellaneous Development
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    posted a message on Button for Sending Wave

    I've been working to create a button that sends the next wave of units. i'm going to have 2 events for sending the wave, timer expire, and this button, but i can't figure out how to even get the button to show up, much less to program it to do anything. can anybody help me?

    Posted in: Miscellaneous Development
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    posted a message on Stop them from attacking

    That's a neet idea. i had just told it to reinforce the move order every .4 sec. but i like the every time a unit dies thing better. Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Stop them from attacking

    I'm making a Cannon D map. i want the waves to only attack when blocked, and also to only attack enough to get through. not keep attacking. right now, when they block themselves because they get piled up, it stops the move command that I told them to do, so they just attack everything around them. and don't stop.

    Posted in: Miscellaneous Development
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    posted a message on Probobly realy simple, but

    Thank you s3rius. I finaly got it to spawn atatched to the player, havn't tryed it with more than 1 person though, and it now spawns to player 2's position, but I'll have to fix that later, it's time for school. lol

    Posted in: Miscellaneous Development
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    posted a message on Probobly realy simple, but

    no it's not, but the "picked player" in "player spawn points (picked Player)" puts the probe in the correct start location. i also don't know how to open up a complete code editor thing, I only see the graphical thing where it lays it out for you in groups, not actual code.

    Posted in: Miscellaneous Development
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    posted a message on Probobly realy simple, but

    How do i show the source code for all my triggers or whatnot, if that's what you want? i think that would be the best bet to show you what i've done and what is linked to what.

    Posted in: Miscellaneous Development
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    posted a message on Probobly realy simple, but

    I have a point (player 1 spawn), one for each player. I want it to spawn a probe at that point only if it the player is in the game(so i don't have 3 extra probes getting in the way). my action for this says something like this:

    Unit - Create 1 Probe for Player (picked player) at player spawn points [(picked player)]

    this creates a probe, in the correct spot, but it's not mine. it doesn't belong to the player. anyone know how to fix this.

    Posted in: Miscellaneous Development
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