• 0

    posted a message on Community Project - Information Thread

    So what happen to this project? just no interest? I wanted to suggest looking at shadow TD, which is on this site. It was never released to the servers and the map stop being updated. it was by the sc2 scientist guy, and it was still the best TD I've played in the past year.

    If you ever get to the point of need art let me know.

    Posted in: Project Workplace
  • 0

    posted a message on Tank animation?

    @trentonx: Go to clarify I'm trying to make my tanks turret move on it's own to face and fire.

    Posted in: Artist Tavern
  • 0

    posted a message on Tank animation?

    So the tank and the diamondback have an animation system where the turret will move separately from the bottom.

    Where would I even start if I want to animate a tank I've built myself? the top and bottom are separate. should it be an animation? or is there an option right in the editor?

    Also on the same line of logic. here is a truck I made for the OUTPOST 3 project. http://2.bp.blogspot.com/_3pOVdc4eEIw/TMSaS9WkRJI/AAAAAAAAAFw/HxkMLm7QbA8/s1600/convec+3hour.jpg

    Is there a way to have the trailer move delayed?so that as the truck turns the back part doesn't turn at the same time? am I making sense? If not I guess it's ok it can just move as one big chunk. but it would still be cool.

    Basicly I'm asking how to some of the more advanced animations you see in the game, but I've never seen other custom models do.

    hopefully someone can help me out. : )

    Posted in: Artist Tavern
  • 0

    posted a message on [Data] Protoss powered buildings without pylon + zerg builds off creep no damage

    but is it possible to make a Terran building need pylon power?

    Posted in: Tutorials
  • 0

    posted a message on Building kits?

    stupid comments

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Request] can anyone resize two models for me?

    @happy04: Go

    why do you want it to be longer on one side? why not just 50% across the boards? Maybe take the texture and make it cute?

    Posted in: Requests
  • 0

    posted a message on Building kits?

    Basicly I want to remake outpost 2 in the map editor.

    Someone remade NetStorm, then I can remake outpost2!

    I've been reading up on triggers and I've used the War3 editor. but I've hit a block...

    Basicly in outpost2 in order to build a new building you must 1st have your command center build it. This requires minerals. Then you have to go to that building, pick up the building kit in your cargo truck, and then have the cargo truck build the structure that it is carrying.

    So I need to make a button that builds an item And then I need to make it so that when finished the item actully stays INSIDE the building it was built at. then make it so an svc can pick that kit up and when it's true that the svc has the item, it will be allowed to build that building.

    But here is where I'm stuck... should the svc have lots of build options that are grayed out until he has the item? should each kit trigger a new building has been place which allows for it to be built, and ocne it's built the building is gone so you lose the option to build another one?

    there are lot of buildings and my round about way to hitting the problem seems like it would be a UI disaster.

    So is there a way, to just make the svc have a build button that builds only what the svc is carrying?

    I've got the custom model already actually but I want to get it to work with an svc 1st.

    Anyone else have a solution I haven't though of and/or could help me get this working? http://forum.outpostuniverse.net/index.php?showtopic=3373

    thanks!

    Posted in: Miscellaneous Development
  • 0

    posted a message on M3/texture work/and outpost2

    new question, I've got the model in and it moves! yay

    but I have to replace an existing unit ... and when I right clock and say, new object, and set it's type to unit, I don't get any options like the normal units. How do I create a new unit from scratch? Is there a tutorial I should check out? EDIT!http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/creating-your/ I think this will get me by for just creating a new movable object

    Next question

    The texture doesn't show up, it's all blue, but it's exports fine, is it my naming conventions?

    Last question.

    How dod they make the tanks wheel move and it's turret move while keep the rest of the tank in place?

    are the wheels moving with a rig? should my model have a bone for each tire even though it's just a truck? (I know how to rig I've just never had to rig wheels outside of keepthem as seperate objects) And as for the turret, as you can see in that video tanks in outpost are quite like diamond backs, So I'm curious as to how the model can turn just the turret, so I can model my own turrets, and my own tank base.

    Posted in: Artist Tavern
  • 0

    posted a message on M3 Exporter
    Quote from crazyfingers619: Go

    Ok, got it. There appears to be a bug in the script that it leaves the last subfolder for your texture import path in the texture name. (I'm using max 2008, not sure if this would happen in 2010). So i renamed the texture to include the last subfolder at the beggining of its name. In this case the last folder was "test" so i added "test" to the beginning of the .DDS filename.

    Here it is in the editor.

    I've been trying to wrap my head around what you just said but I just can't figure it out : (

    did you add the name of the folder that it was exported to? or the name of the folder you saved it in before you made the model? Or was it the name of the internal texture path?

    Posted in: Third Party Tools
  • 0

    posted a message on [Request] can anyone resize two models for me?

    @summerloud: Go

    there should be a way to scale down the models easily in the editor...

    because trust me you don't want to resize models in max once they have already been weighed skinned and rigged.

    hopping someone has the answers yor looking for, but trust me you don't want to scale something in max with a rig O.o scary stuff.

    Posted in: Requests
  • 0

    posted a message on M3/texture work/and outpost2
    Quote from komodo1138: Go

    @trentonx: Go

    Step 1 - Open the Material Editor

    Step 2 - Click the Material you are working on.

    Step 3 - Click the Standard Button

    Step 4 - The Material/Map Browser should Pop up. In there you will find the material type Starcraft 2. Pick that.

    Step 5 - click on the map type you are working on. eg.. Diffuse Map, Spec Map, Normal Map

    Step 6 - The Material/Map Browser will pop up again. Pick the Starcraft 2 Bitmap

    Step 7 - Under map path click on the None Box and search for your texture.

    If you need more help i can make a video tutorial on doing this.

    darn someone saw my question before I could edit it :P

    Ok yeah I got it I wasn't in the right mind set because I didn't know running the M3 plugin was going to give me that option, and I almost never click there I just keep it default and go down to maps and start throwing textures on.

    Thanks for the help though I'll repost my question so other might find it useful.

    :)

    Posted in: Artist Tavern
  • 0

    posted a message on M3/texture work/and outpost2

    EDIT! new questions in 3rd post.

    Basically I'm having troube finding the starcraft 2 type material. I'm not sure what the threads on exporting mean by this, I'm using .dds and it renders fine.

    I've got 5 years of experience in modeling and animation (mostly school based) so I don't any help understanding max or modeling type questions. (but you have any for me, go for it)

    I get an error as I export that says material 01- default unknown material type.

    thanks for any help I'm sure it's somewhere simple I'm overlooking.

    also its for my outpost project, here are some models http://forum.outpostuniverse.net/index.php?showtopic=3373 and the orginal game

    Thanks for the help komodo, it should be obvious, but hopefully other will find this thread helpful. : )

    Posted in: Artist Tavern
  • To post a comment, please or register a new account.