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    posted a message on Dialog problems?

    @grenegg: Go

    Debug the value inside Player2, my guess would be that this variable is holding the incorrect player number.

    Posted in: Triggers
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    posted a message on [solved] Detect mouse clicks through minimap

    You would have to get the UI position of the click and project that position into the game world. I think there was a library released about a month back that will allow you to project a UI position into World position and vice versa, unsure of the name though.

    Posted in: Triggers
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    posted a message on Major Problem!

    @TheLazure: Go

    Sorry, I don't understand, what is the problem? Do you not want it to flatten the terrain?

    Posted in: Terrain
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    posted a message on Points disappearing?

    I am trying to lay down a number of point markers in my terrain for use inside the trigger editor. After I have saved and closed down Galaxy, once I reopen the map all my point terrain objects dissapear (points, cameras, dunno what else). If I open up the saved map and look at the internal Objects file the data for all my points are sitting right there however the editor seems to overwrite this file upon re-opening the map and completely clears it.

    Does anyone else have this issue?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on disable mouse zoom?

    @Ebola0001: Go

    The Camera data object handles zoom configuration. Open up your data editor, select the Camera data type. Find whichever camera your current Terrain Texture Set is using (most it will be Default Camera). Inside this object you will find a field called Zoom Levels+. Editing this will allow you to configure your camera zoom and will allow you to disable it completely.

    Posted in: Miscellaneous Development
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    posted a message on use blizzard custom maps?

    @PsychoMC: Go

    I'm pretty sure Blizzard has mentioned on a number of occasions that the art content provided in these maps is allowed, and in fact encouraged, for our own personal use.

    Posted in: General Chat
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    posted a message on M3 Exporter

    @NiNtoxicated01: Go

    First off, thanks for the huge amount of effort you have put into this.

    As you can tell from some of my previous posts I am currently having a small issue with ingame unit selection. Through some experimentation one can tell that the game engine utlises the bounding object of your model (in my case a sphere) to determine which unit is currently being moused over for selection. The problem, in my specific case, is my object is cube shaped and obviously a sphere causes major inaccuracies when the game determines unit selection. I have experimented with some other in game units, the Cube Shape to be precise, and have found its model's selection behaviour to work quite differently from my custom made cube. This suggests to me that M3 format appears to contain some hint to the game engine as to which bounding shape is to be used for unit selection. Either the switch instructs the game engine to form a bounding box based on the bounding sphere or alternatively this bounding cube is stored inside the M3.

    Substituting my own cube model with the in game cube model, and with no other alterations besides this, drastically changes the selection shape and tells me that this information is indeed stored inside the M3.

    Do you know if this is the case? Is it currently documented and yet to be implemented? Thanks in advance.

    Posted in: Third Party Tools
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    posted a message on Changing model scale w/o selection

    @AluCardvanHellsing: Go

    I am having an issue with unit selection myself. Unfortunately for you the information for this is stored inside the model itself and will scale with any parameter which changes the scale of your model. You can manually edit the selection object for your model but with the current tools your options are limited. Nintox recently released an update to his M3 exporter that allows for custom bounding spheres for your model. I am however currently under the impression that there is at least one additional type of bounding object. Some units, the Cube shape as an example, suggest a non-spherical selection behaviour and is more akin to a some form of bounding box. At this time though I am unaware of any method to add or set your modelss selection object to utilise this box shape.

    Posted in: Data
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    posted a message on M3 Exporter

    @maverck: Go

    My hero. Thanks <3

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

    @maverck: Go

    Appreciate the help so far, I don't see any SC2 Objects under the helpers tab. I am reasonably sure I've got the latest plugin/script installed correctly.

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

    @GnaReffotsirk: Go

    How do I make use of the custom bounding spheres? I am having a problem when exporting my model. The default sphere is too small and is causing problems with the in game unit selection. Can someone tell me how to edit the bounding sphere in 3DS Max before exporting?

    Posted in: Third Party Tools
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    posted a message on World of Warcraft Model (M2) Exporter for M3

    Dunno if this is a bug or if I am exporting incorrectly. I am trying to export the model pygmybase.m2. Once I import the model into the SC2 editor I get some really wierd issues with a few vertices that are sitting way off in the middle of no where. Any help is appreciated.

    Posted in: Third Party Tools
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    posted a message on How to add units and send signals to an Actor List?

    How do I add units upon their birth to an actor list? How do I send signals to the actor list through actor events/triggers? If someone can show me an example using the ListTinter actor I would greatly appreciate it.

    Posted in: Data
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    posted a message on I just got a letter from Blizzard :(

    @RodrigoAlves: Go

    Honestly, your map is no good for Starcraft 2 and you should have binned the idea a while back. There is nothing wrong with the concept itself but it's not suited to the people who have purchased Starcraft 2 and is not a map that appeals to those who play the customs. Throwing these constant fits about the popularity list is rather childish when the failure of your map lies squarely on your own shoulders.

    You can't just pull a random idea out of the air, make a map out of it, polish it up, and expect that people should enjoy it because it's bold and new. You chose to ignore the type of player that uses B.NET, stuck it out with a flawed concept, and now complain because they have no interest in your innovation.

    Take the ban on the chin, bin your map, and work on something new.

    Posted in: General Chat
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    posted a message on When is credit due to designers?

    There are hundreds of good ideas that are come up with every day. The difficult part is managing to implement one and putting in the massive amount of time and effort to create a polished version.

    My thoughts? Little to no credit.

    Posted in: General Chat
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