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    posted a message on [Model] Importing WoW Characters to SC2 and Attaching Shoulders + Weapons

    Has anyone found out what's going on with WoW attachments not following their host attachment points during standing/idle and attacking animations? what's causing this? it used to work fine and then im guessing some new patch went into SC2 that messed these attachments up.

    Posted in: Tutorials
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    posted a message on Startools Update

    will startools be able to be used with Maya, or only 3DS Max?

    Posted in: Artist Tavern
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    posted a message on Color beam if caster has buff

    Y not just make two actors. Of different colored beams. And one of them fires when the buff is active, and the other fire when the buff is no active.

    Posted in: Data
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    posted a message on (Solved) Behavior stacking question

    it's pretty self explanatory if you look at the validators. just make one that basically says if unit "target" has health 2 buff equals false

    this will make it so that the behavior will check to make sure the validator is true, for it to apply. so if the target doesnt have health 2 buff it will apply itself, if it does have the health 2 buff, it wont. just mess around with it, it's easier than you think

    (i was originally very intimidated by validators and i learned through trial and error, once u figure how one works the rest fall into place very easily)

    Posted in: Data
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    posted a message on (Solved) Behavior stacking question

    add a validator to the 300 hp behavior, making it so it wont apply itself if the unit it's buffing is affected by the 350 hp buff.

    Posted in: Data
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    posted a message on How To: Maya to (3ds Max to) .M3

    im using 3ds max 2012, with the latest plugin. just redownloaded it like 20 minutes ago. it directs me to the scripts on line 2260 with this part of code high lighted

    akey.stcInd = M3E_findSTCframe akey.frame

    and it doesnt export at all when i try to add animations to it. how do i get 3ds max 2011?

    EDIT: so it appears it's a problem with the plugin in 3DS Max 2012, i installed 2011 and everything works perfectly fine. thank you for your help though

    Posted in: Tutorials
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    posted a message on M3 Exporter

    Hey i use max 2012, and everything on it works pefectly, but when i try to export models with animation i get an error and it high lights this in the script.

    akey.stcInd = M3E_findSTCframe akey.frame

    i cant find out for the life of me what the issue is. if i uncheck the box to export animations, or just remove all of my M3 sequences, it exports without any problems. please help im completly stumped.

    P.S. great work on this plugin.

    Posted in: Third Party Tools
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    posted a message on How To: Maya to (3ds Max to) .M3

    hey awsome thanks for the quick reply. got all those issues fixed. turns out the model was just half way in the ground in SC2 cuz i hadnt updated the model from when i fixed it's placement. but now i have a new problem, and through step by step trial and error. i believe it's coming from the sequencer part of this process. ive checked it several times, opening and closing the sequencer to make sure it's valid. everything LOOKS just as it's suppose to be. it's an editable mesh with the skin copied back on it. it exports perfectly fine until i add an animation sequence, i can even uncheck the box that says "export animation" and it will then export successfully. any idea whats wrong and how to fix it?

    Posted in: Tutorials
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    posted a message on How To: Maya to (3ds Max to) .M3

    Hey great tutorial, it got my texture problems solved. except my normal maps arnt showing up in game. but more inportantly, my models appear at the wrong origin in the SC2 Editor, he's giant, with his waist up above ground, and it legs below the ground. how do i fix this? in maya and 3DS max his pivot is at his feet, and on 0,0

    Posted in: Tutorials
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    posted a message on Can Maya be used to produce and export .m3?

    ive looked at tutorials of how to export new models out of 3DS max and my biggest problem is getting the textures to go with it. i always get blank white models.

    Posted in: Artist Tavern
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    posted a message on inventory BUG! help :(

    this happend in my map too, my solution to it was to make each inventory the exact same copy of one another. this seems to solve the problem. i also believe you can swap out each container in an inventory "ability" as long as the format stays the same.

    Posted in: Data
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    posted a message on Need a sinister strike type ability (SOLVED)

    i believe augments will work too, as they are spells that are used on you're next attack, or what ever you augment them too. it's the same way zealot charge is used, so if it's on auto cast, an u tell it to atk someone, it'll charge to them when it attacks.

    Posted in: Data
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    posted a message on (Solved) unit's next action blocked after using custom ability

    ok so took a look at ur map, easy fix found it on first try, in your teleport effect uncheck the box that says "clear order queue" and just to be on the safe side, change the cast time of your ability's finish an channel from 0 to nothing (delete the data in that field all togther.

    Posted in: Data
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    posted a message on (Solved) unit's next action blocked after using custom ability

    check to see if the finish phase "cast time" in the ability tab is greater than 0, than check which ability phases are uninturuptable. this'll get the easy stuff out of the way. if the "finish phase" is checked, that's youre problem right there.

    Posted in: Data
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    posted a message on m3 exporter error

    aight well i just tried adding a bone to my mesh, rigid bound it. but now im getting the error you first mentioned, which has never happend before. but i dont think the sequencer is working. when i try to give the model animations using it, the export always fails.

    Posted in: Artist Tavern
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