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    posted a message on Animation speed

    Is there a way to make an animation play faster? Specifically I need the Gateway to play the animation to convert to a Warp Gate at an increased rate. It doesn't actually morph - the animation is triggered by a behavior - if that matters.

    Posted in: Data
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    posted a message on Removing portions of models

    I have no clue what that means. ;{ Google just found me some replays and some stuff I didn't understand.

    Posted in: Artist Tavern
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    posted a message on Mapster Mentoring

    Name: Biophysicist
    Help type: Data and triggers.
    Specialty: Mostly I do custom abilities (and related stuff, such as unusual attack forms or passive buffs). But just about anything involving effects or behaviors... I will sometimes use triggers, but will data-editor everything when I can.
    Maps: Working on a Homestuck AoS, and a fleet game called Crusade of Excessive Violence. Nothing to actually /show/ yet, but mostly because of various school stuff. CoEV in particular is very ambitious. Also used to be working on something called Empyrean Caverns, but it turned out to be boring to play (though the data editor work was sound).
    Contact: MSN (tassadarzeratul @ live . com), AIM (tasszer), email (bio @ physicist . net), or PM.
    Time Zone: GMT -5.

    If you need proof that I'd be a good mentor, I can show you some practice stuff I did and/or EC when I home.

    Posted in: Tutorials
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    posted a message on Monthly Mapping Exercise #2 - Frenzies

    Forgive my ignorance... What is a frenzy map?

    Posted in: Miscellaneous Development
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    posted a message on Removing portions of models

    Is it possible to remove (part of a model by using a texture with alpha channel on the areas you want to be removed (which would turn it invisible)? Several people and Google have said that SC2 uses alpha on the diffuse to indicate player color... (I can't test this right now.)

    ...Atm I want to remove most of the Thor model, leaving only the arm-guns. But I'll probably be doing this sort of thing several times.

    Posted in: Artist Tavern
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    posted a message on Hallucination High Templar style

    I've done this once. It's hard and annoying and REALLY not worth your time, but doable. You'll need to use a switch effect to choose between create unit effects based on validators that determine the target type.

    Posted in: Data
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    posted a message on Looking for lead mapper: Homestuck AoS

    > Bio: Express interest.

    I'm prety good with the data editor, and also triggers. At least pretty good, that is... Need some reference of my skills?

    Inquiry, though: Will the kids (or, any group of kids) be playable? 'Cause I had a pretty cool customization system planned out for the kids (well, a non-canon group of kids from a different session) planned. It doesn't matter to me, really, though, 'cause anything Homestuck-related is awesome.

    (Do keep in mind that I'm already working on an AoS, though... Temple Siege 2. But I can multitask well.)

    Posted in: Team Recruitment
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    posted a message on Multiple weapons per units

    Sigh... Shameless bump.

    Posted in: Miscellaneous Development
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    posted a message on Defining another Warp Gate select button

    I need to have another Select All Warp Gates-style UI element. It should have the hotkey "S" and select all Stargates. How would I go about doing this?

    Posted in: Miscellaneous Development
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    posted a message on Multiple weapons per units

    I said that I want more than one weapon at once. That means I want more than one weapon at once. Not like the Ultralisk, lulz. Like.... Well, like a Banshee that fires the Photon Cannon attack in addition to its regular Backlash Rockets when attacking.

    Posted in: Miscellaneous Development
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    posted a message on Multiple weapons per units

    Quick question. I need a unit to fire multiple different weapons (say, the Backlash Rockets and the Photon Cannon attack) at once. How to?

    (I do NOT want to fire the same weapon multiple times.)

    Posted in: Miscellaneous Development
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    posted a message on StarCraft II Inappropriate Content Policies

    O NOES! I USED THE LEVIATHAN IN MY MAP AND IT EXPLODES INTO A LOT OF BLOOD! I'M GOING TO BE BANNED O NOES!

    I dunno, it's starting to seem that SC2 was a massive waste of money and that my nickname for Blizzard (which has a "t" before the "a") is accurate.

    Posted in: General Chat
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    posted a message on Biophysicics
    Salve, and welcome to my thread, which is about my upcoming map, Biophysics. Two days in development so far, with release expected within seven days, you can tell that it's not a huge project - but I believe that it will be fun, anyway. ;o So, what is Biophysics, besides a reference to my username? It's an RTS map set in space with only two unit types, Overcruisers and Genoid Frigates. Genoid Frigates are Brood Lords that can hit air (as can their Broodlings), and Overcruisers are unique production units - you have one, can't get more, and are more or less out if yours dies. There is also a third unit type, the Space Shark, but they're neutral. Genoid Frigates cost Biomatter, which is obtained by ordering one to harvest from either a Space Shark or dead unit. Space Sharks and dead Overcruisers contain unlimited Biomatter (though Space Sharks flail around the map randomly), while dead Genoid Frigates contain enough Biomatter to make two more Genoid Frigates. The Biomatter gathered is dropped off at the Overcruiser. The Overcruiser can also apply various buffs to Genoid Frigates, and upgrade those buffs, which lowers the cost of applying them. This may sounds a tad dumb, unless you think about it. Biophysics is the only RTS to my knowledge that has no preplaced terrain or resources, yet it still has a lot of gameplay going on. Throw in the intense micro required (as you can avoid a lot of damage simply by avoiding the Broodlings, which are slower than Genoid Frigates by a wide margin), and this should be one fun game. ;o lul random screenshot There will be an AI, btw.
    Posted in: Project Workplace
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    posted a message on [REQUEST] Unarmed Ghost (or Marine)

    Actually, if you're willing to do model editing, there's something that would be a lot more helpful... I don't really need an unarmed Ghost anymore, because of the "Rebel" model in the campagin, but I'll still need a female version (or just a female unit without a gun or armor). Could you edit the Rebel model and make a gurl version? I'll toss you a copy when I get SC2, if you need it.

    Posted in: Artist Tavern
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    posted a message on [REQUEST] Unarmed Ghost (or Marine)

    I tried doing that last night, but it didn't work... I went into GIMP, deleted all the gun textures (by making them white), then applied alpha channel to all white stuff. But, when I put the .dds into the map (under Assets/Textures/), nothing had changed - at all. I can only assume that I have the path to the Ghost's gun wrong... Anyone happen to know what it is? I tried Assets/Textures/Ghost_Diffuse.dds and some weird path from the beta patch 15 MPQ. (I couldn't upgrade beyond patch 15 for some reason.)

    Posted in: Artist Tavern
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