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    posted a message on Making Delayed Impact

    I think The Standart Space Marine have no "real" Bullets, only Shoot and Hit Effects so the Bullet cant be delayed because its no physical modell or?

    Posted in: Data
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    posted a message on Why not use SM Models ?

    I dont mean to "create" Animation new. I mean that some Models are "Complete" from my view, only little things are not good. The Portrait Mutalisk is "complete" can fly etc.. its okay only the background textur is in the way, when somebody paint it invisible the "new" high quality model is rdy. Or is a complete recreate all from the bottom from such a little change unavoidable?

    Posted in: Artist Tavern
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    posted a message on Why not use SM Models ?

    IN the Data Editor i found a lot good Models.

    Portrait Mutalisk is a complete animated in high quality, only the Background is in the way ( by use a near perspektive from behind it is invisible). The Terror Portrait is complete. The Armory Model from the Spectre have a "Target" Animation, when used in a near Distance its a high quality ego Shooter Model, when someone delete the crats and the second spectre its an fantastic near sight model.

    Is it so awful heavy to remove the little failures for proper use?

    Posted in: Artist Tavern
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    posted a message on Attached Camera

    Okay, a Egoshooter (not third person) is with the camera alone not possible. The Camera in the Data Editor have always 0,4seconds target delay as minimum, every change stop the camera function. You can minimize the effect with target smoot speed increase and maximum delay reduce so your Character leaves not the screen in a near distance.

    Posted in: Data
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    posted a message on Attached Camera

    I the Data Editor i found the Standart Gameplay Camera and can make a a own. But how it is possible to use this new Camera? In the normal Triggers only Standart Gameplay is possible. My Main Problem with the normal camera is the reaction Speed. When a Camera is attached to a Unit and the unit is in Move the Camera have always a Rubberband effect because it is lazy.

    Posted in: Data
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    posted a message on [Tutorial] Lagless WASD System using Data Editor

    @Skittles17: Go

    Thats sounds nice and relativ easy. The Main Problem is in my opinion not a third person view, it is a intelligent Camera Movement. In a FPS its bad when your cam move in a wall. I created a "dummyboy" a invisible unit fixated to my Real Playerunit. The Follow cam is fixated on the dummy and with waypoint length measurments i can check cliffs and other objects. When a object is in the way the dummy have a new position in relation to the Real Player.

    Posted in: Tutorials
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    posted a message on Camera Followment

    I have found a solution, and a good advanced piece. Attached with waypoint range < X i can create a camera which is very intelligent for all situations.

    Posted in: Triggers
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    posted a message on Camera Followment

    It is easy possible to create a FPS Camera which follow a Point instead of a Unit? The best command is "Follow unitgroup unit xx" but i cant create a point of unit". I have tried a lot but the results are bad. The only way to create a good result is to use a attached Dummy Unit at a position to my Real Unit so i can create a view like in Death Space or The Witcher. The Problem with the Dummy is the move on a high or low ground so the Dummy is at the Top with my Camera but my char is on the bottom of the cliff. I have deleted all collisions and it have a radius from 0 but it dont help.

    Posted in: Triggers
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    posted a message on Barracks of the Dead: Space Slaugther

    Use another ground texture. Its very asymetric and look very strange. The Editor have a metalic street doodad under behavior (terran blabla) for the ground so you can rotate this a lot hand it is a complete set so you can create a high quality version.

    Posted in: Project Workplace
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    posted a message on Beams without Model

    The Data Editor is very hard for me. It is simple possible to create a Beam in the World between to points(actors) also without effect(like dmg),sound,model?

    Posted in: Data
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    posted a message on WASD library and FPS library - Use them as your own!

    I modified a little and deleted a lot of variables etc. because i have only interest in a fps mode.

    I build 4 Triggers for every direction one.

    The Main Problem is, which map is not important, that the last command for the new camera position is instant so i have everytime a non smooth movement. When i use the another camera command over x seconds with speed... its very smooth but in the movement time i lose mouse control ...

    Posted in: Trigger Libraries & Scripts
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    posted a message on WASD library and FPS library - Use them as your own!

    I looked at your Triggers and have a few question.

    Only 2 Triggersevents for the Button (up&down) is because of the network traffic is clear but why do you use so many variables (boolsche operators)?

    Is it good to make only ONE Big Trigger with a lot of commands and a refresh in 0.0 Realtime or is it better to make 4 Triggers (maximal 2 at the same time) and only with 1/3 or 1/4 size? In the case that only 1 button is pushed the "perfomance" will be better or?

    Do you know a way to measure the efficience of a trigger method like a runtest or something?

    Posted in: Trigger Libraries & Scripts
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    posted a message on stop auto attack?

    The Ghost and Phantom Unit have a command for dont use auto attack.

    Posted in: Miscellaneous Development
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    posted a message on Texture size in Game different than it should

    Blizzard textures are not always the standart image sizes, many icon etc.. are often in the seventies. The Achievmentpictue blocks are 912x912 and an image 152x152. The standart Texturesize is not in stone.

    Posted in: Artist Tavern
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    posted a message on How to change the look of a dialog?

    The most Dialogs are more than one order.

    Create Dialog (standart and must have)

    Hide Dialog Background (no standart Borderline and color, the Dialog is complete invisible)

    Set dialog Background (change the borderline to a border of your choice)

    Dialog Item - Image ( bring a image into the Dialog, good for picture backgrounds)

    Dialog Item Rotation ( rotate the picture)

    Dialog Item Button ( makes a Button with the button image)

    set dialog image ( important because hover image is only when mouse is over, without a dialog image it will become automaitc 0815 bordelrines of the 3 races)

    The Combination of all is the key.

    Posted in: Miscellaneous Development
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