Open your terrain layer, click the 'add road' buddon, and instead of the circle that adds more roads, hit spacebar to unload the tool and little green arrows are visible (to move preplaced roads, change directions etc), once you have one selected there will be a little green glow to it...
scaled it up? or saved it as a larger size? there is a difference
as for max, im not as versed with it as i probably should be (i despise it), check for a filtering option on your shader
a texture that looks fine in photoshop but looks pixelated on a model leads me to believe one of two things
1: theres filtering that your unaware of going on (cant help ya look though sorry)
2: your camera is too close to the model.
ill explain number two. your monitor has 72 pixels per inch. so if your model takes up the majority of your screen at the time of rendering, then of course it will look pixelated.
keep in mind that your entire model had a 512x512 texture on it, to which only a fraction of the actual texture is facing the camera. so when rendering test shots of your model, me mindfull of where your camera is, as this very well could be your issue (ive certainly done this myself a few times)
Within the map editor you can make your terrain, add the blizzard textures and models.
To create your own textures, and import them into the editor, one would need to use photoshop or a similar program.
To create your own models, one would need to use a program such as maya or 3ds max to first model, then in conjunction with a texture editor to texture, and finally import into the GE for use.
Hey guys, i must be missing something simple because my problem is illogical in an editor
I cannot remove a model from my unit.
Ive taken a marine and added the medivacs heal ability to it
however in doing so i noticed in my units hierarchy there is now the medivacs model, and when placing the unit it looks terrible, if hilarious
so i right click on it expecting a 'remove' or 'delete' function. Hah but that would be too easy right?
How can i remove this model from my unit?
EDIT: Ok so i thought i fixed it, much to my dissapointment
what i did was right clicked the medicav in the model tree, and 'copied' the marine model and the medivac disappeared. so when testing i didnt notice anything amiss immediately, but then i saw this:
Sigh, now theres two marines sharing the same space and moving together, but animation cycles are offset so you can clearly see it.
so in short, not fixed yet
Edit2:
ok so ive hacked a short fix to this, but i know its a whitewash to my problem
i changed the models maximum scale to .01 on all axis, and the min to 0.001. the model is now not visible, but i know its still in there.
so the original question of 'how to remove a model' still stands.
but since this is an issue that others dont seem to be having, ill instead look back at what i did and ask this.
how do you add medivac heal to a unit? ive obviously done something wrong at the beginning
edit3:
yep, the issue was with the way that i added the ability to the unit. so problem solved, i was just going about it the wrong way.
however, the original question still stands, how do you remove a model from a unit? i suppose it might be good to know for future ref =)
This is new to me, so let me ask thee of more knowledge
So you can set a trigger that is set to go on "Boolean X True", and have a different trigger be what affects whether Boolean X is true or false. In theory this would work correct?
Assuming that is correct, how would one physically set this up in the triggers module. Would the 2 triggers and the boolean (which is a variable right?) have to be within the same trigger?
Or could one set trigger 1, boolean x, and trigger 2 as indipendents in the global hierarchy?
and sorry to go on and on, but assuming the immediately above is true, how would one link the three? would source: value be the place to link them?
So in this scenario that im busy hampstering away at, i planned to use doors to control player location. ie; players cannot go through door X untill they unlock it.
Now after looking through every single doodad and item in the galaxy editor, im at a loss as to what i should use.
So now it comes to if i should scrap the idea of the doors entirely or find a suitable alternative.
do you think using supply depots to raise/lower would be an effective door? am i able to modify the supply depot stats to make them LOS blockers as well?
I dunno, any ideas or information would be a help, ive been staring at this for a couple hours now with no results.
End result I'd be happy with either entirely black, or removal of the minimap UI completely.
I'm not a programmer by any means, but I made a few maps in the SC1 editor.
I've lurked these forums for a bit, but I finally registered to ask this as for the life of me I've got no idea how to do something as advanced as this.
0
can you point me towards where this trigger is and what its called so i can poke around and see if i cant figure anything out please =)
cheers
0
Welcome to the forums
Open your terrain layer, click the 'add road' buddon, and instead of the circle that adds more roads, hit spacebar to unload the tool and little green arrows are visible (to move preplaced roads, change directions etc), once you have one selected there will be a little green glow to it...
hit the delete key
voila =)
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post a screen shot of your shader menu, hypershade, whatever its called in max as well (the place where you make your shaders)
0
scaled it up? or saved it as a larger size? there is a difference
as for max, im not as versed with it as i probably should be (i despise it), check for a filtering option on your shader
a texture that looks fine in photoshop but looks pixelated on a model leads me to believe one of two things
1: theres filtering that your unaware of going on (cant help ya look though sorry) 2: your camera is too close to the model.
ill explain number two. your monitor has 72 pixels per inch. so if your model takes up the majority of your screen at the time of rendering, then of course it will look pixelated.
keep in mind that your entire model had a 512x512 texture on it, to which only a fraction of the actual texture is facing the camera. so when rendering test shots of your model, me mindfull of where your camera is, as this very well could be your issue (ive certainly done this myself a few times)
0
what 3d program are you using?
0
Within the map editor you can make your terrain, add the blizzard textures and models.
To create your own textures, and import them into the editor, one would need to use photoshop or a similar program.
To create your own models, one would need to use a program such as maya or 3ds max to first model, then in conjunction with a texture editor to texture, and finally import into the GE for use.
google is your friend =)
0
Whos the main character?
(im comfy under ma rock mmk)
0
Hey guys, i must be missing something simple because my problem is illogical in an editor
I cannot remove a model from my unit.
Ive taken a marine and added the medivacs heal ability to it
however in doing so i noticed in my units hierarchy there is now the medivacs model, and when placing the unit it looks terrible, if hilarious
so i right click on it expecting a 'remove' or 'delete' function. Hah but that would be too easy right?
How can i remove this model from my unit?
EDIT: Ok so i thought i fixed it, much to my dissapointment
what i did was right clicked the medicav in the model tree, and 'copied' the marine model and the medivac disappeared. so when testing i didnt notice anything amiss immediately, but then i saw this:
Sigh, now theres two marines sharing the same space and moving together, but animation cycles are offset so you can clearly see it.
so in short, not fixed yet
Edit2:
ok so ive hacked a short fix to this, but i know its a whitewash to my problem
i changed the models maximum scale to .01 on all axis, and the min to 0.001. the model is now not visible, but i know its still in there.
so the original question of 'how to remove a model' still stands.
but since this is an issue that others dont seem to be having, ill instead look back at what i did and ask this.
how do you add medivac heal to a unit? ive obviously done something wrong at the beginning
edit3:
yep, the issue was with the way that i added the ability to the unit. so problem solved, i was just going about it the wrong way.
however, the original question still stands, how do you remove a model from a unit? i suppose it might be good to know for future ref =)
0
@A1win: Go
cheers A1win
0
This is new to me, so let me ask thee of more knowledge
So you can set a trigger that is set to go on "Boolean X True", and have a different trigger be what affects whether Boolean X is true or false. In theory this would work correct?
Assuming that is correct, how would one physically set this up in the triggers module. Would the 2 triggers and the boolean (which is a variable right?) have to be within the same trigger?
Or could one set trigger 1, boolean x, and trigger 2 as indipendents in the global hierarchy?
and sorry to go on and on, but assuming the immediately above is true, how would one link the three? would source: value be the place to link them?
0
Another work around is to make the worker unit a flying unit, but in addition use the 'no fly zones' to block the areas you dont want it to fly
0
@s3rius: Go
Cheers! huge thanks =)
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So in this scenario that im busy hampstering away at, i planned to use doors to control player location. ie; players cannot go through door X untill they unlock it.
Now after looking through every single doodad and item in the galaxy editor, im at a loss as to what i should use.
So now it comes to if i should scrap the idea of the doors entirely or find a suitable alternative.
do you think using supply depots to raise/lower would be an effective door? am i able to modify the supply depot stats to make them LOS blockers as well?
I dunno, any ideas or information would be a help, ive been staring at this for a couple hours now with no results.
0
bump, im still stumped beyond belief
0
Hey guys
How can I disable the minimap?
End result I'd be happy with either entirely black, or removal of the minimap UI completely.
I'm not a programmer by any means, but I made a few maps in the SC1 editor.
I've lurked these forums for a bit, but I finally registered to ask this as for the life of me I've got no idea how to do something as advanced as this.
Cheers, Trid