Also, that ONLY works for those few dynamic lights that actually have that actor event in them. The other lights, like the landing lights, do NOT have this functionality. So to get around that I just hid the light. It's really dark so you can't see that there isn't any light there anymore, just that it's not on.
Also, how big are they? Poly count has more of an impact if each poly is huge.
Depending on how your map is structured, you could try pulling back the z depth cutoff in the camera. Do this for the shadow buffer too, that's a big performance hog.
Also when people are trying to help you, insulting them is the last thing you want to do. "Think before you post please". Well if you're so fucking smart then why are you coming to us for help... GENIUS...
I don't know for sure, this is just a theory, but I think non-modal allows you to click on stuff that's behind it. In Blizzard's arcade map, The Lost Viking, the whole screen is covered by a non modal dialog. Look in the triggers for it.
So I tell it to add the campaign dependency because I want to use the civilain/colonist models. So I do, and it seems to work fine, but a lot of stuff on the map that existed before I added the dependencies gets replaced with placeholders. Ok, so I save, restart the editor, load up the map, and everything is back to normal, except that now I can't access anything in the campaign dependencies... I go into the data editor, and tell it to only show stuff from the campaign dependency... it's empty... wtf???
The "Space Platform Cliff Door" doodad is perfect for my map, except that it has a particle system I don't want, and the door isn't see-through; there's a black plane on the back of it.
Is there any way to get rid of those parts of the model? I don't have 3ds max, nor do I have the many thousands of dollars needed to get it. And I'm very opposed to stealing software (why do you think we have DRM?)
I got it to work anyways. For some reason it wasn't working before, but I just tried again, and now it IS working.
Another problem I have is the damn thing has a solid black plane in the back of it so you can't see through it. Also, I really hate the particles that are emitted when it's open.
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lol, he just sent me an angry PM.
Dude, grammar is IMPORTANT! I honestly have no clue what you're asking about.
THERE IS NO C in starcraft 2! It's some weird Java-like system called Galaxy Script, but not as usable as Java.
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Yes.
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Also, that ONLY works for those few dynamic lights that actually have that actor event in them. The other lights, like the landing lights, do NOT have this functionality. So to get around that I just hid the light. It's really dark so you can't see that there isn't any light there anymore, just that it's not on.
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Also, how big are they? Poly count has more of an impact if each poly is huge.
Depending on how your map is structured, you could try pulling back the z depth cutoff in the camera. Do this for the shadow buffer too, that's a big performance hog.
Also when people are trying to help you, insulting them is the last thing you want to do. "Think before you post please". Well if you're so fucking smart then why are you coming to us for help... GENIUS...
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I don't know for sure, this is just a theory, but I think non-modal allows you to click on stuff that's behind it. In Blizzard's arcade map, The Lost Viking, the whole screen is covered by a non modal dialog. Look in the triggers for it.
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If you set the camera bounds to that region, the bounds WON'T move with the unit.
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Yes. Just make a local variable of type integer and name it A, or B, or whatever you like.
Well there's no "constantly" in the editor, but you could use a periodic event to check really rapidly.
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Are there any tools out there yet to do custom facial animations?
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So I tell it to add the campaign dependency because I want to use the civilain/colonist models. So I do, and it seems to work fine, but a lot of stuff on the map that existed before I added the dependencies gets replaced with placeholders. Ok, so I save, restart the editor, load up the map, and everything is back to normal, except that now I can't access anything in the campaign dependencies... I go into the data editor, and tell it to only show stuff from the campaign dependency... it's empty... wtf???
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I'm sorry to keep bumping like this, but I really need an answer for this.
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Anybody worked out how best to use the custom menu yet?
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The "Space Platform Cliff Door" doodad is perfect for my map, except that it has a particle system I don't want, and the door isn't see-through; there's a black plane on the back of it.
Is there any way to get rid of those parts of the model? I don't have 3ds max, nor do I have the many thousands of dollars needed to get it. And I'm very opposed to stealing software (why do you think we have DRM?)
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But it's a doodad, not a unit...
I got it to work anyways. For some reason it wasn't working before, but I just tried again, and now it IS working.
Another problem I have is the damn thing has a solid black plane in the back of it so you can't see through it. Also, I really hate the particles that are emitted when it's open.
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But it works fine whenever it's finished building?
It seems like you don't have the required "Supply Depot Build" model linked to that new unit.
Go to the actor for that unit. That build model should be one of the models listed.
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@Bounty_98: Go
No. A rectangle is a rectangle.
What kind of effects are you trying to achieve?