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    posted a message on Get player name property

    @lemmy734: Go

    I may be mistaken but just make a text variable and Set Variable -> NameOfPlayer.

    Posted in: Triggers
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    posted a message on Turn Based Combat System

    @arubaru304: Go

    I don't have access to EU servers but if you have successfully made the movement system then I tip my hat off to you. But please please don't use beacons to represent movement squares. Use a square model like they do in the actual game, will make it looked so much more polished.

    Posted in: Map Feedback
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    posted a message on Purgatory - Recruiting

    You may remember Purgatory from the tech demo that I released a few months ago. If not it can be seen here:

    Embed Removed: https://www.youtube.com/v/XBXlWqJXmEY?fs=1

    I have been working on the map over the last 2 months adding more models and writing the story for the map. I'm at the point where I would like to start adding some polish features as I continue to work on the map, therefore I'm looking to fill a number of support roles. The following is a list of roles needed to be filled in order of importance:

    2D Artist

    - creating icons
    - creating the loading screen
    - creating some minor UI elements

    Voice Actor (4)

    - self explanatory

    Sound Technician

    - editing human voices
    - synthesizing some sound effects
    - compressing audio while maintaining sound quality

    If you would like to work on this project please PM me or make a post below, preferably with a link to relevant work that you have done in the past.

    Posted in: Team Recruitment
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    posted a message on Advance Wars Opinion SC2

    @Trieva:

    No offense, but your map is nothing like advance wars. If you are going to make a map that is similar to it, it must be grid movement and turn based.

    @patrickwobben:

    I tried doing this a while back got fairly far but the triggers became too complex for me at the time. The game would be perfect for SC2 and could certainly host competitive play. I can tell you right that the hardest part of making the map is making the grid movement system that recognizes different terrain types as well as units, so if you plan on taking a run at it, start with that first so you don't do a bunch of work for nothing.

    Posted in: Map Suggestions/Requests
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    posted a message on do I need bones to create animations?

    @Zolden: Go

    I assume by points you mean vertexes, in which case I don't think they are registered in the m3 export. With regards to your bone question it really just depends what your trying to do. It sounds pretty complex and far too advanced for me but I'll leave you with this:

    If your making a person of some sort and having them become warped then I suggest you use bones. If you just have sort of shape are you just need it to grow in random spots or something then I don't think you need bones and your best bet would be some of the apply objects in 3ds.

    Posted in: Artist Tavern
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    posted a message on do I need bones to create animations?

    @Zolden: Go

    Once you have created your animation you must set up the animation names for your model using the m3sequences script. Click add until you have the proper number of sequences, then close the script and reopen it. At which point you can name each sequence and and define which key frames apply to the animation. Be careful when exporting as the default of 1000 fps goes by very fast with most animations. If you need to add more key frames to animate with click the Time Configuration button in the lower right hand corner and change the number of frames.

    Bones are used when you want objects to move in relation to each other like, well, bones.

    Posted in: Artist Tavern
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    posted a message on Purgatory (Tech Demo)

    I've been playing around with a 1st person horror project for a while now and thought I'd put out a short tech demo to gauge the community response. Nothing deflates your prospects for a map quite like b.net lag, so I'm having my doubts about continuing. If I did continue I would be looking to recruit a few people to help me with 2d UI elements as well as someone to help me with simple animation.

    Keep in mind when watching or playing that nearly all the models are custom made and that I am a very amateur modeler. A lot of the models are in early versions and will be improved. The things I think need improvement the most are:

    - animation on wheels, gears, doors. - improvement in WASD - lighting improvement (the eternal struggle)

    The map is published on NA under "Purgatory Tech Demo", if you play it I highly suggest turning graphic settings to at least high across the board. If you are too lazy to play it / don't have access to NA servers I have posted a video of a play through. Let me know what you think.

    Embed Removed: https://www.youtube.com/v/XBXlWqJXmEY?fs=1

    Posted in: Map Feedback
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    posted a message on Help With 3DS Max (File Attached)

    @xcorbo: Go

    I originally had a roof material applied to the top two faces. In my brief experience I've found that if you apply more than 1 material to different faces of a mesh it won't export at all.

    Posted in: Artist Tavern
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    posted a message on Help With 3DS Max (File Attached)

    @xcorbo: Go

    Appreciate the input, problem solved. I somehow had 2 materials applied the house object even though the one wasn't showing. Ah well.

    @ZombieZasz: Go

    I had materials applied they just didn't show for you because I didn't include them in the attachment.

    Posted in: Artist Tavern
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    posted a message on Help With 3DS Max (File Attached)

    Can someone who knows what they are doing with respect to 3DS Max and exporting for SC2 please take a look at the attached 3DS Max file and tell me what I've been doing wrong.

    The problem I am having is that every object in the scene exports fine except for the main building and I have no idea why. I am aware that my technique may be off or wrong and I'm okay with that right now, but I would really like to know how to make sure everything exports fine.

    Posted in: Artist Tavern
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    posted a message on FastPass please?

    @CrazyTwigman:

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    ..........{.._$;_......”=,_.......“-,_.......,.-~-,},.~”;/....}
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    ............(....`=-,,.......`........................(......;_,,-”
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    .............\`~.*-,.....................................|,./.....\,__
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    ........................................_\..........._,-%.......`\
    ...................................,<`.._|_,-&``................`\

    Posted in: Triggers
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    posted a message on Spellstorm (Beta) (EU) - Wanted: US Map Publisher

    @Kafoso: Go

    Is this live?

    If so is it on NA?

    If not, why not!?

    If bad reason, why not!?

    If good reason, why not!?

    Posted in: Map Feedback
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    posted a message on How are these "frames" called? (with video)

    @Bommes: Go

    Yes they can be applied to unit actors attachment. Not sure how experienced you are with the editor so here's a quick guide.

    In order to use the models you require the liberty campaign dependency on.

    MODEL 1. Go to models, create new model, name it whatever you like, I used UnitHighlightRed. 2. Set the model type to generic -> CModel. 3. The model is called BriefingUnitSelectLargeRed.m3, it can be found under Assets->UI.

    ACTOR CREATING 4. Go to actors, create a new actor, you should probably name it the same thing as your model but it's up to you. 5. Set the actor type to Model, based on ModelAddition. 6. Make sure the proper model is selected if your actor name differs from your model name. 7. Go to Hosting: Host Site Operation +, add a new operation and set it to SOpAttachCenter.

    ATTACHING Not sure how you want to use this so I'll try to outline two ways to do it:

    If you want a certain unit or units to have the overlay at all times then just create an event in the actor that is: Unit Birth - Whatever your unit is Create

    If you only want to apply at certain times then I suggest creating a behavior that you can apply when necessary and use the events: Behavior - xxxxxx "create" Create

    Create

    The final thing you will want to do is scale the actor so that it matches your unit.

    Posted in: Miscellaneous Development
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    posted a message on Problems With WoW Models and Shadows

    Hey, I'm having an issue with shadows being applied to exported wow models. With most of the models I'm finding that the light isn't applied in the right areas and there are unnatural shadows. I've attached 3 pictures as an example using a simple crate in comparison with a crate from sc2. You can see particularly in the first picture how the light seems to be applied to the left of where it actually is.

    Are there any model savvy people out there who can explain this and possibly offer a solution?

    http://www.sc2mapster.com/media/attachments/20/566/LightExample1.jpg

    http://www.sc2mapster.com/media/attachments/20/567/LightExample2.jpg

    http://www.sc2mapster.com/media/attachments/20/568/LightExample3.jpg

    Posted in: Artist Tavern
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    posted a message on A Haunting Demo TEST

    @Pshyched: Go

    Not sure how far you are supposed to be able to get seeing as it's a demo, but once inside the building I couldn't get past any of the doors, I'm assuming there is something in the trashcan in the kitchen judging by the one note, but I can't seem to get close enough to it.

    Overall, good atmosphere, good idea, my main beef is with the controls, when it swaps screens its very disorienting and because it changes angles a lot of the time its easy to loop back and forth between screens.

    BUGS:

    On the screen in the lower right I think that is fencing and then you can walk to the left, if you hug the bottom you can just walk endlessly until you hit a certain point then there is a crashing sound, not sure if intentional.

    Posted in: Map Feedback
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