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    posted a message on Is it possible to use variables and equations in the data editor?

    Biggest issue i need to resolve is figuring out how to get the Data editor to account for outside variables and to use equations for more advanced functions.

    Lets say i have a hero with a +5 raygun skill. How would i make many different rayguns with various damage equations take into account this value to modify its own damage. For example one weapon may use the equation DAMAGE = 10+ (5 x hero raygun skill).

    I COULD use the trigger editor to define this for each individual weapon put into the game but it would be a lot of work and would bloat the project more than it seems necessary. How would i simply use equations and variables within the data editor to modify these attributes?

    Posted in: Miscellaneous Development
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    posted a message on M3 Exporter

    @NiNtoxicated01: Go

    As far as my testing went you could have your textures anywhere (mine were in a folder on the desktop) so long as you put the correct file location on export. The only issue i had was fixing the naming convention of the texture once the model was exported.

    Another issue i had while i'm on the subject was i was unable to get specular maps and normal maps to load in engine, again i'm running Max 2008 so that might be the issue there.

    Lookin' forward to the animation component!

    Posted in: Third Party Tools
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    posted a message on shield regen with energy

    @EpicurusDarwin: Go

    Probably the best advice i've seen given in regards to the data editor thus far.

    Posted in: Miscellaneous Development
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    posted a message on M3 Exporter

    @zwd: Go

    Yep, in fact i'm able to fly around with the above model. No animations but that's not a big deal since ships don't do much anyway. I'd like to figure out how to rotate it on the y axis to get it to do barrel rolls though :D.

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

    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.

    Setup

    Here it is in the editor.

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

    Got my model in game, but having trouble getting the material to show up. I'm using DDS texture files and you can see them in the import menu, but I preview my models and i'm unable to see the textures. Do i need to put my textures in a specific file path? Right now the texture is in the same directory as the .m3 that i exported and were in that path when i used the exporter.

    Setup

    Here's where I'm at right now. Any help is appreciated!

    Posted in: Third Party Tools
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    posted a message on Accumilating Upgrades! (WORKING!)

    Learned a lot from this thread. I always thought the reason i wasn't picking up the editor is because it's just beta and a bit clunky, this reaffirms that.

    Sherubii, he kinda just explained that, but a step by step tutorial would be ridiculously tedious and probably not worth it for the reasons he just explained. There's a lot of guesswork involved with getting this stuff to work. Probably best to just do things with triggers for now if you understand it, the data editor will likely be receiving updates in the future to resolve issues people are having with it.

    Posted in: Miscellaneous Development
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    posted a message on FREE Max, Maya, Mudbox, for students of accredited Universities

    http://students.autodesk.com/

    These are THE industry standard software packages for 3d rendering guys. If any of you are making 3d art and DON'T have these, get your school email address and start downloading ;)

    Posted in: Artist Tavern
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    posted a message on Making 3D Models

    Hahaha, what up Zack!? I see you're making a name for yourself on an all new forum ;)

    Posted in: Artist Tavern
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    posted a message on Need help with Data Editor Functionality

    Could use some help guys, I'm sure this would benefit others as well.

    I'm trying to make the baneling into a missle as has been done many times so far by adjusting its mover property.

    How do i do this? Right now that field is grey and cannot be altered to fly, it's locked in ground. Overall i can't figure out how to add any new sections to these templates, very unintuitive. So much of this thing seems locked in stone!

    Any kind of help is appreciated.

    Figured it out thanks to this thread! http://forums.sc2mapster.com/development/map-development/593-changing-movement-type/#p8

    Had to copy the movement field after making a copy :P

    Posted in: Miscellaneous Development
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    posted a message on General Feedback

    The biggest issue I have right now as a map designer is the lack of information about what exactly is going on with the editor. It's unfinished, I understand this, but what about it is unfinished? What can we expect to change in the future and when so we can plan our development accordingly? When do the art import tools come out? Are they coming out or should we wait for community tools like we did with Warcraft III? Is the data editor getting an ease of use overhaul, is it a scaled down version of what you guys use? We could really use some blue posts to clear this stuff up.

    Judging what we have now, my main concern is the data editor. It seems, if not impossible, painfully hard to modify, there's no room to explore and pick it up, everything is greyed out and locked in stone. In fact it's so hard to modify that i can't help but think it's not meant to be modified in its current form, is this the case? Idealy it'd be great to just right click, make a new object and add to it as easily as we throw a trigger and action system together. Just piece it together as necessary with the attributes and values you want. Again it's hard being out of the loop and not knowing what's functional and what isn't. Maybe it's working fine and no one's figured it out yet *shrug*. Mixing and matching current unit's stuff just isn't cutting it right now as someone who wants to hit the ground running making great mods for your game. There also seems to be no way of referencing outside global variables from the trigger editor to influence the data editor, which is a HUGE drawback for people looking to make RPG mods.

    Anyway, overall it's a very impressive editor and i can see a huge variety of maps coming out for it that will dwarf even the library of Warcraft III for quality custom mods... that is once the tools come out that allow us to put our stuff in it! Really digging' the trigger editor for now.

    Posted in: Galaxy Editor Bugs and Feedback
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