Hey, I want a ground texture that is completely clear. That way the game with think your troops are at ground level, but it will look like they are floating.
Floating over what?
There is a trigger action that removes the ground texture terrain.
There is a flag that enables using the alpha as a team color in the material editor in 3DSMax. I'd say more, but I am completely 3DSMax illiterate, and I've only ever edited that value using a hex-editor.
It's worth keeping in mind that distributing this on battle.net would be a huge twofold breach of copyright (the developers of the game, and the owners of the Star Trek franchise), so whatever you do with these models, they aren't going to last long on battle.net.
It should work, as long as the file format is .dds and everything was saved correctly.
Another possibility is that you put team color on pure black. I'm actually not sure, but given the way tinting works, I don't think that would work if for some reason you did that.
Is there any way to use this to import .dds textures onto a World of Warcraft model using .tga textures? I've been trying to retexture a model (I don't have 3DSMax or any 3d rendering software) with a teamcolored .dds version I made in gimp, but nothing I've tried has actually gotten it to take. It's funny since they're super-simple textures, it's just a single diffuse type, but nothing I've done has been able to make a texture appear on the model other than it's default .tga one. :-\
It's under the ability of the worker that creates it. Double click on info, or something like that, and you'll get all the buildings that are part of that ability.
Each individual building has a field for Requirements.
and he is wondering why he can't succeed where there is clearly already another
Monobattles map on Page 2 that the majority of the community is
comfortable with playing.
I never said anything like that, and you really do come off as a pretty enormous douchebag.
edit: to keep this from derailing further, the viability or lack thereof for my map is irrelevant, I'm asking a general question of what the next step is after completing a map to find players.
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You can't create cliffs with a random map generator, which stymies such a thing.
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Why would they mention maps most people have never heard of, and would be very hard pressed to play?
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Floating over what?
There is a trigger action that removes the ground texture terrain.
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@joehd: Go
You need to be more specific as to what you're doing and trying to do.
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@xxxNEARBYxxx: Go
There is a flag that enables using the alpha as a team color in the material editor in 3DSMax. I'd say more, but I am completely 3DSMax illiterate, and I've only ever edited that value using a hex-editor.
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The "dark archon" is actually the Dark Protoss reskin of the Archon from the campaign.
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@FockeWulf: Go
It's worth keeping in mind that distributing this on battle.net would be a huge twofold breach of copyright (the developers of the game, and the owners of the Star Trek franchise), so whatever you do with these models, they aren't going to last long on battle.net.
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It should work, as long as the file format is .dds and everything was saved correctly.
Another possibility is that you put team color on pure black. I'm actually not sure, but given the way tinting works, I don't think that would work if for some reason you did that.
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I don't know why everyone is dogging you that was a fine bla bla bla
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No, it's hardcoded.
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Is there any way to use this to import .dds textures onto a World of Warcraft model using .tga textures? I've been trying to retexture a model (I don't have 3DSMax or any 3d rendering software) with a teamcolored .dds version I made in gimp, but nothing I've tried has actually gotten it to take. It's funny since they're super-simple textures, it's just a single diffuse type, but nothing I've done has been able to make a texture appear on the model other than it's default .tga one. :-\
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If all you want is the texture set, just use this map file as a base: http://www.sc2mapster.com/maps/niflheim-snow-tileset-demo-map/
Alternatively, you can just look at what he did, copy/paste data, whatever.
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Maybe something associated with the cocoon actor?
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@jg262000: Go
It's under the ability of the worker that creates it. Double click on info, or something like that, and you'll get all the buildings that are part of that ability.
Each individual building has a field for Requirements.
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I never said anything like that, and you really do come off as a pretty enormous douchebag.
edit: to keep this from derailing further, the viability or lack thereof for my map is irrelevant, I'm asking a general question of what the next step is after completing a map to find players.