When i compare file structure from WC3 and file structure from SC II i can see that WC3's file structure is much more user friendly than SC II's.
In WC you have a farm building. That's for example farm. You got buildings/human/farm and there you got the model, texture and the sounds. That's cool for me.
In SCII you got a Supply Depot. Model is in Assets/Building/Terran/Supply depot, textures are in Assets/Textures.
Anybody got a idea why? Maybe game loads models first and then textures(I would call it it differed textures)?
i was wondering, is it possible to like, export say one of the Dominion Marine models, give him some animations on like some 3d modeling program, import him back into Sc2, and make like a FPS with a high QL marine with actual shooting/walking animations?
These models are like 30 times more poly than the ingame ones. You can use them only for portraits and movies.
And i got a question:
Models of characters are working well but props can't be seen in map? How i can put the props models on map?
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There are work-arounds but the is a way-thru. Use "Modify units property" trigger or rather action.
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I had an idea of making kinda of water pathing with trigger "Ground height at point". It's just a concept and i'm not gonna develop it futher.
How it works:
Or:
Good sides:
Bad sides:
Possibilities:
If you have a very small ammount of water (so it will work with pathing) in map, and very large of ground, or vice versa.
You can limit the trigger for near water regions for better performance.
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Maybe try triggering unit selection, so if player selects unit, it goes to him? It's limited, but should work for some purposes.
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Where is it if I can ask?
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It is in credits. Easter egg music in wc3 was much better.
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Nobody knows what you mean.
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Any idea of organizing it on EU servers too?
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There might be problem with all these models. I think that map can contain about 20-30 of wc3 units.
However I enjoyed all LotR maps back in wc3. They were a big part of my childhood i could say :)
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Nice system. I'm just starting to get how it works. Would like a demo for reverse engineering rather than tutorial since I'm a bad listener.
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Her portrait in previewer is entire body.
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When i compare file structure from WC3 and file structure from SC II i can see that WC3's file structure is much more user friendly than SC II's.
In WC you have a farm building. That's for example farm. You got buildings/human/farm and there you got the model, texture and the sounds. That's cool for me.
In SCII you got a Supply Depot. Model is in Assets/Building/Terran/Supply depot, textures are in Assets/Textures.
Anybody got a idea why? Maybe game loads models first and then textures(I would call it it differed textures)?
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I see. Use list instead of icons.
Click here<<<<<
I think that counts for first SC II cinematic mode machinima?
Sorry for bad colours (HDR) and size.
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I'm now working how to load .m3a with triggers. That would be much easier if i could open story map from campaign(reverse engineering).
Edit: Got it. Trigger window was opening like 2 minutes but now i can see hell of a triggers.
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These models are like 30 times more poly than the ingame ones. You can use them only for portraits and movies.
And i got a question:
Models of characters are working well but props can't be seen in map? How i can put the props models on map?
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Do you use Starcraft 2 material and Starcraft 2 Bitmap?