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    posted a message on Modo vs. 3dsMax

    @ZombieZasz: Go First let me say thanks for all the info! Modo does have some great sculpting tools, but also has some great modeling tools. I've used Maya before, and while I was able to learn the basics, I did feel a bit intimidated by the excessive interface. I found Modo to be much more user friendly with much more Intuitive UI. Modo also has some cool animation tools, although I believe their animation package is still under development. Modo also features on the fly rendering with can help with much quicker iterations.

    As far as the export to m3 goes, it seams that I would have to still own both 3ds max and Modo if I wanted to do modeling in Modo, correct? On another note, I am a mac user so I guess I couldn't use Max if I wanted too. Unless it works with bootcamp?

    @Sephiex: Go

    "Modo" although not very mainstream, is a very powerful program. Luxology - Modo

    Posted in: Artist Tavern
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    posted a message on Modo vs. 3dsMax

    Looking for opinions and recommendations on these 3D software packages. I have used Modo in college classes and it was very user friendly, but from what I understand it has more limitations than Max does. I am wanting to learn and improve my 3D skills, I don't yet work professionally, but hope to in the future. Is Modo making its way into the gaming world or does it serve better purpose in the product design world? I know that maya and max have been the most prominent for a long time, but I was wondering if any game companies are starting to use Modo. For anyone who is familiar with both packages, would you say that 3dsMax has a higher learning curve that Modo? Also, is it possible to import models into the Galaxy Editor with any program other than 3DSmax?

    Posted in: Artist Tavern
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    posted a message on Validator and/or requirement based on kills.

    I have a morph ability that I would like to validate or have a requirement for, based on the amount of kills the unit has. I didnt see a 'Unit Count Kills' requirement node, nor did I see anything like that in the validators. Any know how to do this?

    EDIT: Found 'Count Unit' and 'Kills' in a related field, but I don't know how to use the expression editor for requirements very well.

    Posted in: Data
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    posted a message on Ability that removes a behavior from single target - how to?

    Here's the file, the abilities are called Tow Massive and Tow Massive Cancel. The ability only works on massive units and Tows them along with the caster.

    Posted in: Data
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    posted a message on Ability that removes a behavior from single target - how to?

    Ok, I'll try to be more specific. Like I said before, I have 2 abilities. One meant to cancel the other. The original ability uses a persistent effect to apply force. The force draws the target toward the caster, until canceled . The ability also applies a behavior buff. The cancel ability has a set that removes the buff behavior and destroys the persistent. The target unit is then destroyed via Effect - Final (Kill Command Generic) on the behavior buff. I dont use a search to apply the removal or destroy persistent. It's an Effect-Set, it looks like this...

    Cancel Ability (Effect - Instant) > Effect - Set > Remove Behavior, Destroy Persistent.

    This seams to effect any units under this influence globally. I would like it to sort out the target of the caster that I'm using the ability with, not all targets under the effect.

    @DrSuperEvil: Go

    How do I link it?

    Posted in: Data
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    posted a message on Ability that removes a behavior from single target - how to?

    @DrSuperEvil: Go

    The ability is created specifically to cancel another ability. The Cancel Ability is a Target - Instant that removes a behavior. When the behavior is removed, it has a final effect to destroy the target. When I cancel it with one caster, the buff is removed on other targets and subsequently killed. I only want the caster who is canceling to have this happen rather than all casters using the ability.

    Posted in: Data
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    posted a message on Ability that removes a behavior from single target - how to?

    I have an ability that applies a behavior, and a seperate ability that cancels it buy removing the behavior. My problem is when I have 2 casters using this ability at the same time and I cancel the spell with one of them, it cancels it on both targets. I'm guessing I need some sort of validator to sort the targets?

    Posted in: Data
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    posted a message on Non-compatible map file?

    I am trying to collaberate on a project with someone, they sent me their map file which works fine on their computer but crashes my galaxy editor every time i try to open it. What might cause a file not to open on a different computer? *Note he has been able to open files that I've sent to him.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Behavior breaking my ability.

    @DrSuperEvil: Go

    Ah ha! That makes a lot of sense, I will have to check. Thanks for the suggestion.

    EDIT: Thanks DrSuperEvil, that was the solution I needed!

    Posted in: Data
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    posted a message on Behavior breaking my ability.

    I created an ability which uses the 'Apply Force' effect. The force draws the target toward the caster while the ability is active. My problem is that the force effects do not work correctly after I added a behavior to the spell that makes the target invulnerable. I also tried checking the 'Supress Rotation' flag under Behavior - Modification. This also bugged out my force effects. Has this ever happened to anyone, or familiar with this problem? I have other behaviors that are used in the ability, and they dont confict with the force effect. Only flagged or toggled behaviors are giving me this problem.

    Posted in: Data
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    posted a message on Make Unit Stand (Not Animate) while buffed.

    @Kueken531: Go

    Thanks again Kueken. I was wondering if you might be able to tell me how to restrain a units rotation while buffed also? I thought I could do this with the movement tab under modification, but no such luck.

    Posted in: Data
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    posted a message on Make Unit Stand (Not Animate) while buffed.

    @Kueken531: Go

    I tried doing what you said, but failed. I'm only able to change AnimSetTimeScale, nothing about GlobalTimeScale. I created the actor like you said and set everything accordingly except for the AnimSetTimeScale, didn't see GlobalTimeScale. I get a Warning saying something about Model Cache Link, Failure to Initialize. What am I missing?

    Posted in: Data
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    posted a message on Make Unit Stand (Not Animate) while buffed.

    @Kueken531: Go

    Thanks a bunch!

    Posted in: Data
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    posted a message on Make Unit Stand (Not Animate) while buffed.

    @Kueken531: Go

    How do i go about setting the Global Time Scale? If you wouldn't mind elaborating. Do I do this through an Actor Event? If so, what actor do I use? Because I want it to effect whatever actor is effected by the ability.

    Posted in: Data
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    posted a message on Move Speed Buff Not Working

    @EchoedRequiem: Go

    If it worked on the marine and not another unit type, its because it has a requirement to be used only by marine. Go to the stimpack ability in the data editor, click on Ability - Commands +. Select the Execute Command, and remove and requirements (click the little red X button). That should allow you to use it on any unit.

    Posted in: Data
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