This assumes that everything is not selectable by default, you can do this either by triggers or by data (would recommend doing it in data, tick unselectable in CUnit)
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It might not be an option, but you could flag everything else as unselectable. That way your hero can't be deselected.
This assumes that everything is not selectable by default, you can do this either by triggers or by data (would recommend doing it in data, tick unselectable in CUnit)
There are no real differences between the beta editor and the current one, some features were added in terms of script functions but that's more or less it.
Some new icons on the current version but if you can't figure that, well yeah.
Getting some rather wonky results when importing my model.
Two of the bones appear to be looking at the camera, but i really don't get why.
The animations were baked and verified before exporting, SRT keys on every single frame and looks as it should in 3ds.
A picture says more than a thousand words as they say.
Edit,
So tried a bunch of stuff, even without the bones it does this..!
So that just leaves me even more stumped.
Actually, the XML files define a syntax/grammar tree which is fed into the generator.
The only parsing done from this file is for UI initialization.
The code itself is just generated everytime you save the document.
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Will cause flickering, like i said.
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Using a periodic event will cause flickering every second frame, so don't do that. Only select when you need to, i.e unit birth/revive.
This assumes that everything is not selectable by default, you can do this either by triggers or by data (would recommend doing it in data, tick unselectable in CUnit)
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There are no real differences between the beta editor and the current one, some features were added in terms of script functions but that's more or less it. Some new icons on the current version but if you can't figure that, well yeah.
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As stated, either export from the previewer. Or open the MPQ with a tool like Ladik's MPQ Viewer.
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Play the animation that makes it rotate.
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Invalid url.
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Turns out, some normals got flipped between applications.. sigh.
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Getting some rather wonky results when importing my model. Two of the bones appear to be looking at the camera, but i really don't get why. The animations were baked and verified before exporting, SRT keys on every single frame and looks as it should in 3ds.
A picture says more than a thousand words as they say.
Edit, So tried a bunch of stuff, even without the bones it does this..! So that just leaves me even more stumped.
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Am unable to export my models
Any ideas as to why?
Edit, Was due to a rogue null being a child of the geometry.
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Unit name? is there such a thing?
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@Sixen: Go
Actually, the XML files define a syntax/grammar tree which is fed into the generator. The only parsing done from this file is for UI initialization. The code itself is just generated everytime you save the document.
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Do a search, has been like 6 topics on this in just the past 2 days.
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Well you can't change the file-size, so you would have to rename it to something with the same string length.