• 0

    posted a message on M3 Exporter
    Quote from JackRCDF: Go

    @IskatuMesk: Go

    You could use multiple models and stack em to achieve the effect you want, I believe.

    Not quite sure what you mean.

    Let's say the exterior of icc, that's the most basic form of structure I'd have; overlapping bridges all over the place, big ramps here and there, and then large internal structures and exterior walkways on towers and such that circle up them. I am under the impression that meshes can only have a collision spheres so far, unless you do what Sholdak suggests, but that would only account for parts of the structure directly above the ground.

    Another thing I'd like to have is a walkable structure moving around the map. A ship or station, if you will, as part of an event. A bit much to explain... but something you wouldn't be able to do with collision meshes for sure.

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    @Sholdak: Go

    That's very unfortunate since what I was going to make was a massive multi-level complex with an interior and everything. Very unfortunate...

    Posted in: Third Party Tools
  • 0

    posted a message on Will WASD movement ever become lag free?

    125ms is pretty high, especially on top of everything else. I won't pretend that I know anything about how the other stuff works, though. :)

    Posted in: General Chat
  • 0

    posted a message on Will WASD movement ever become lag free?

    Battle.net has enforced latency just like wc3 did. I don't know if this alone is responsible, but even if they fixed "other" lag this would still remain.

    Posted in: General Chat
  • 0

    posted a message on M3 Exporter

    Okay, I've got a pretty important question before I start doing something crazy...

    Does the game support collision meshes? So, for a basic start, let's say I model a castle with walkable walls and stairs and such. Can I get sc2 to support that or is it a pipedream to even bother?

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    I want particles just to make amazing effects, like lightning. :)

    Posted in: Third Party Tools
  • 0

    posted a message on What is the ideal Poly Count?

    Just remember that you can always bake high surface detail into normal maps and use a low-poly model in its stead. That's pretty much what everyone does in the industry these days; there's quite a few tutorials on the internets if you're interested, but that topic is quite a fair bit outside of my league. :(

    Posted in: Artist Tavern
  • 0

    posted a message on What is the ideal Poly Count?

    Sc2 has geometry instancing so feel free to go nuts with polies. I placed over three dozen Hyperion cinematic models in the editor at max settings and experienced no fps drop. According to max that model is 68k poly.

    Shadows, shaders, and stuff like that is much more expensive on performance as long as you're smart about it. 1066 is nothing.

    The current exporter uses Edit Mesh, which is Triangles. That will be basically twice the poly count of Quads, which is Edit Poly. So my 75k poly Gahennas BC would be around 140k in edit mesh. And probably take forever to export.

    I avoid mesh smooth. I always find it breaks edge flow, anyways.

    Posted in: Artist Tavern
  • 0

    posted a message on [Data] Footstep sounds

    In short, I'm trying to add some walking sounds to the Hybrid Reaver that sync with the animation. As far as I can tell this can only be done in the Model editor. I have set up events as follows,

    http://a.imageshack.us/img14/7560/23353877.jpg

    I have the custom sounds imported into the map and configured (supposedly) correctly. They preview fine, at least.

    But they do not play in-game no matter what I do. I suspected it might have been because the Reaver's walk animation is actually called Walk 02, but no combination of animation "names" in the event editor will get them to play at all.

    Is this even possible?

    Posted in: Miscellaneous Development
  • 0

    posted a message on M3 Exporter

    Two quick questions,

    Let's say I've altered the textures for an existing unit in the game but don't want to replace that unit for my changes to take effect. I have to bring him into 3ds max to change the texture directories, right?

    Additionally, this unit's feet slide along the ground like all lazy animators allow to happen. Do I ALSO have to fix this in 3ds max? Because I'm not seeing a walking animation speed setting like wc3...

    Posted in: Third Party Tools
  • 0

    posted a message on AC130K - Ruins (tech demo)

    This is pretty impressive. I hope to use it when you release it to learn how the editor/triggers work and eventually make conceptual tests for my campaign. :)

    Posted in: Project Workplace
  • 0

    posted a message on I need your opinion. Survey about games vs AI

    Filled it out for you.

    In short I want something in sc2 that can match my ZAPOC AI in Brood War and exceed the crippling bugs of the first game to produce an unkillable opponent.

    Posted in: General Chat
  • 0

    posted a message on M3 Exporter

    They need to be 32-bit tgas if you use them, otherwise it throws that error if they come directly out of WMV (I think it saves them as 24-bit). You'll need photoshop for that. In which case it's better just to use dds.

    Posted in: Third Party Tools
  • 0

    posted a message on StarCraft II Inappropriate Content Policies

    Wow. Hard to believe that anyone in Blizzard would even consider something this absurd. But they did back themselves into this corner by removing local hosting. Major custom content takes yet another fatal blow. This is like watching your dudes get hit over and over again when they're already dying in Earthbound or something.

    I for one know that even my more serious and non-humorous projects would break at least half those rules given their subject matter (Gods, violence, ect). But I never planned to publish anything I ever made so it doesn't really effect me.

    Posted in: General Chat
  • 0

    posted a message on M3 Exporter

    @NiNtoxicated01: Go

    This sounds VERY interesting.

    I tried to import Lineage 2 graphics into the game but rescaling their animations seems to insert a large number of keyframes that causes the animation to become completely destroyed and cannot be fixed without manually deleting these keyframes for all of the bones. The problem lays in that the importer for these does not allow you to specify a framerate so you get maybe 100-200 frames per animation. Nowhere near enough for sc2...

    Posted in: Third Party Tools
  • To post a comment, please or register a new account.