Bump. Can someone please provide an example map of how to do this correctly? I've followed the instructions in all the related threads, but still can't seem to get the window boards on their sides.
I'm trying to rotate the window board doodad on its side, so it's just a flat plank of wood rather than upright. I created an explicit rotation site operation, set the rotation values, made sure local was checked, and then set the host site operation in the window board actor. The board doesn't change at all though, and remains in its default state no matter what I set the rotation to. Does anybody have a solution to this? Thanks.
A custom loading screen? Hit F9 to bring up the import screen, right-click the blank space, click import, and find your file. Once it's imported, save your map, then you'll be able to set it in the loading screen options.
Is there a specific file format/dimension required for the large/small preview images? I tried to set the loading screen as the preview image and on battle.net only a blank space appears.
For whatever reason I can't seem to remove a mod I made from the dependencies of the map I'm working on. As soon as the delete finishes and I press ok, all the standard dependency bug stuff comes up (invalid placed doodads etc.), and the editor crashes. Is it possible to edit dependencies from the .xml files or something? Or is there any other way of removing dependencies?
Edit: I apparently can no longer publish the map either, as there's now a bunch of "document dependency header file is not available" errors.
Thanks for the response, though that's not the problem. I added my mod and the singleplayer dependencies to the list, but both require the top position to function. The mod has world of warcraft model files in it, but unless it has the top position on the list ( the same position the campaign dependency requires), none of the files will show up in the data editor/import window.
To bypass the 10mb file limit, I'm storing custom models in a mod file. I'm also using the singleplayer units. Unless I have the campaign dependency on top of the dependency list, the dependency bug occurs and all custom data is messed up. My storage mod apparently also requires that it be on the top of the list, or none of the data shows up. Is there any way of changing things so that I can run my own mod + the campaign dependency?
It's not hard. You'd have to look for the sc1 kerrigan sound files on the internet, I think they should be .wav files. To import stuff, go to modules > import, then right click on the blank area to import stuff etc. You'd then have to make new sounds in the data editor, link those sounds to the stuff you imported, then link the unit actor to each of the sounds you made (under fields "what" "pissed" "ok" "attack" etc.)
The main problem with importing sound files though is that they take up a lot of space, and since there's only a 10mb limit on maps, importing a whole character's voice set would quickly add up.
I haven't played the map, but I get the impression from what you say that the creator used Kerrigan's regular voice from SC1, in which case they imported the sound files and set them in the unit's actor.
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Bump.
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Bump.
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Bump. Can someone please provide an example map of how to do this correctly? I've followed the instructions in all the related threads, but still can't seem to get the window boards on their sides.
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@AmelieCL: Go
Bump.
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I'm trying to rotate the window board doodad on its side, so it's just a flat plank of wood rather than upright. I created an explicit rotation site operation, set the rotation values, made sure local was checked, and then set the host site operation in the window board actor. The board doesn't change at all though, and remains in its default state no matter what I set the rotation to. Does anybody have a solution to this? Thanks.
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Is that a custom parallax/skybox? If so, how did you design/implement it?
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Bump, I've got this problem too.
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@Theturtlebox: Go
A custom loading screen? Hit F9 to bring up the import screen, right-click the blank space, click import, and find your file. Once it's imported, save your map, then you'll be able to set it in the loading screen options.
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@AmelieCL: Go
Shameless bump.
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Is there a specific file format/dimension required for the large/small preview images? I tried to set the loading screen as the preview image and on battle.net only a blank space appears.
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For whatever reason I can't seem to remove a mod I made from the dependencies of the map I'm working on. As soon as the delete finishes and I press ok, all the standard dependency bug stuff comes up (invalid placed doodads etc.), and the editor crashes. Is it possible to edit dependencies from the .xml files or something? Or is there any other way of removing dependencies?
Edit: I apparently can no longer publish the map either, as there's now a bunch of "document dependency header file is not available" errors.
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@Jones2412: Go
Thanks for the response, though that's not the problem. I added my mod and the singleplayer dependencies to the list, but both require the top position to function. The mod has world of warcraft model files in it, but unless it has the top position on the list ( the same position the campaign dependency requires), none of the files will show up in the data editor/import window.
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To bypass the 10mb file limit, I'm storing custom models in a mod file. I'm also using the singleplayer units. Unless I have the campaign dependency on top of the dependency list, the dependency bug occurs and all custom data is messed up. My storage mod apparently also requires that it be on the top of the list, or none of the data shows up. Is there any way of changing things so that I can run my own mod + the campaign dependency?
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@yamilonewolf: Go
It's not hard. You'd have to look for the sc1 kerrigan sound files on the internet, I think they should be .wav files. To import stuff, go to modules > import, then right click on the blank area to import stuff etc. You'd then have to make new sounds in the data editor, link those sounds to the stuff you imported, then link the unit actor to each of the sounds you made (under fields "what" "pissed" "ok" "attack" etc.)
The main problem with importing sound files though is that they take up a lot of space, and since there's only a 10mb limit on maps, importing a whole character's voice set would quickly add up.
0
@yamilonewolf: Go
I haven't played the map, but I get the impression from what you say that the creator used Kerrigan's regular voice from SC1, in which case they imported the sound files and set them in the unit's actor.