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    posted a message on Sc2Mapster Dead?

    In 2010 when sc2 first came out nad everyone was excited about the new and powerful editor blizz had been hyping up there where alot of people on this site. It would seem around 95% of the origonal map making community is dead, but there are still some people around, certainly enough to answer questions and what not, they have been helpful to me. Most of it was killed by both the popularity system and the editor being too complicated for the majority of sc2s teenage fan base.

    Its also kind of funny becuase here and around the web most of the tutourials and everything u find related to map making are from 2010, its like if you want to figure out how to do something you have to read through ancient losts texts written by the fore runners whom are now gone, and even taht is difficult in the translation and understanding of it given some things in the editor have changed since then, plugins have become out of date etc.

    Posted in: General Chat
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    posted a message on Edit Boxes

    Hi, so with edit boxes, which are text boxes basically the user can type into them. I can get the text that is typed into the edit boxes, however i cannot convert that text to something useful like a string or an integer, as far as i know atleast. Is there any way to do this?

    Thanks.

    Posted in: Triggers
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    posted a message on Wow Units, Cavalry in 3ds max

    Edit: Nevermind found out what was wrong.

    Posted in: Artist Tavern
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    posted a message on Wow Units, Cavalry in 3ds max

    @Leruster: Go

    Ok i think i got it working now, thanks very much for your help.

    Posted in: Artist Tavern
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    posted a message on Quick Actor event (Animation) Question

    hi,

    So the marine has an attack actor event named Attack(supposedly), how do i change the name of this actor event to something else so that a different animation that my model has is used instead?

    Thanks very much.

    Posted in: Data
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    posted a message on Wow Units, Cavalry in 3ds max

    Thanks for the reply. Using the root bone to move the model works, but when i say link the root bone of hte child (the man) to the root bone of hte parent and i do an animatoin like run the horse runs but the man just stands up on the horse and doesnt move along with the horse. How can i get it so the man rides on top of the horse while the horse is running? Is this even doable?

    Thanks.

    Posted in: Artist Tavern
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    posted a message on Arcade Play Analytics

    @RodrigoAlves: Go

    Thats a good idea, i could see it now. Make a custom bug report UI that a player can bring up with a command like -bug. Player can type into the textbox and submit it to your bank so you could check your bug reports or comments w/e. Collecting data on the prevelancy of use of certain units/heros is also an interesting prospect, that would be very good data to have depending on what kind of map you have.

    My only concern about this is space. Under the old popularity system you could see hours played per day or something, at one point my first map was being played by around 300,000-350,000+ people a day calculating the hours played and players in game, it was on the front page at #2. With this many people playing per day id htink you could fill up your bank, i dont know alot about banks and im not sure what kinds of problems that might cause, or if someoen found a way to fill up the banks with the report UI and cuase that problem.

    Posted in: General Chat
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    posted a message on Wow Units, Cavalry in 3ds max

    Hi,

    Im trying to import a horse and a guy into 3ds max from wow and attach the guy onto the horse to make a cavalry unit. I have a run stand and death animation for the horse and i have the attack animation which is joustattack or something for the guy character. How do i go about attaching the two units to make one unit and combining the animations from the horses 3 and the guys 1 animation into 4 animations for the unit? When i try to move either the man or horse to get the man ontop of the horse 3ds max just moves the model back to its origonal position. Here is a picture below.

    Thanks again, this will hopefully be the last thing i need to come to understand in order to finish my units.

    http://i50.tinypic.com/30l17gj.jpg

    Posted in: Artist Tavern
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    posted a message on Model Lighting

    @Triceron: Go

    Thanks for the reply. How would i go about making the specular maps. Ive made maps for custon terrain, but with the terrain there was a specific slot in the data editor to put my normal map in, i dont see such a thing for the model. Or would i have to do this sort of thing in 3ds max?

    thanks.

    Posted in: Artist Tavern
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    posted a message on Halo Wars models in SC2

    @Alliram: Go

    Doing this would quite possibly be illegal, i assume Mircrosoft's content is copyrighted.

    Posted in: General Chat
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    posted a message on Model Lighting

    Hi im importing wow units to sc2 by following daaras guide. My question is on model lighting. I had thought lighting was a data editor thing but i now think maybe it might be a model problem. Would you know why my wow models are not as well lit as the starcraft 2 models. The lighting on my map is a bit low and changing map lighting helps but again the problem is the differnece in teh lighting between the starcraft 2 models and my wow ones, i dont seem to have this problem with buildings interestingly enough.

    thanks.

    Edit: I found a SCII light but not sure how i use it.

    Posted in: Artist Tavern
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    posted a message on Unit Lighting

    Hi, im not sure if this is an artist tavern thing but from what ive seen im pretty sure it is not. Basically ive created a unit in 3ds max and importd into sc2 however the lighting on the unit is not so great compared to the sc2 units on the map, its a bit darker. Is there some sort of property in the actor section or something that dictates a models lighting, as im testing these models by replacing the marine model with them, and these models are taller than a marine im wondering if thats messing up the lighting. The lighting on my map is not as high as a standard map, but again my problem is the sheer difference in lighting between the standard sc2 units and my models.

    thanks.

    Or alternativly is there a way to affect only the lighting of units in the lighting options?

    Posted in: Data
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    posted a message on Size of my UI and what to do about it

    @TwoDie: Go

    So i take it then, that what i see when i put my own resolution down low is what another person whose playing on a small screen would see?

    Posted in: Triggers
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    posted a message on Size of my UI and what to do about it

    So i have a user interface dialog i made. On my moniter which is a wide montier 22 inches with 1900 something resolution the dialog looks fine. It runs along the top and is short enough that it doesnt overlap with the menu/help tabs and what not and large enough that everything is easy to see on the dialog. However when running in windowed mode or on a lower resultion like what other players may have the dialog is proportionally bigger and it does overlap with the tabs. Is this really how it is on other players computers with smaller montiers or does it actually size everything proportionally? If not what can i do to make it size proportionally given moniter size? Thanks.

    Posted in: Triggers
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    posted a message on Running time of Algorithms

    Ok so it would seem i can get the triggering player from a dialog button so im using that to find the player. Given the nature of my UI the used dialog item property cant be used so im using the edit value suggestion to identify the specific button.

    Thanks for your help everyone.

    Posted in: Triggers
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