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    posted a message on Linking to campaign art assets?

    Bump :)

    Posted in: Data
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    posted a message on How to make a new units model be used?

    @BlueFacedGit: Go

    The model is used in the unit's actor object. Make, or copy from another unit, an actor object for your new unit. Make sure the actor type is unit. Up at the top (just above the Event, Actor, etc. tabs) you will see a field for "Unit Name" It will be whatever you copied the actor from, or bogus if you created it from scratch. Either way, double click that and use your new unit for its value.

    Then all you need to do is go to the art tab and setup the models. You will probably have to set stuff in the other tabs, too but it is easy to figure out.

    Posted in: Data
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    posted a message on Linking to campaign art assets?

    Is it possible to use a campaign art asset, like a hero unit, in a MP map and still keep all of the MP tech tree? I have tried adding the campaign dependencies, but it seems to override all of the MP stuff. My problem is that I want to put in some campaign stuff into my map but keep it otherwise just like regular MP. If I export the art from the campaign, and import it into my map, it gets too big to publish.

    Is there any way to do this?
    Thanks.

    Posted in: Data
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    posted a message on Beam Help

    I got linked to this thread by someone helping me with my own problem. This was the cure, but I wanted to post to add that I figured out a way to change the order without the whole "Z" addition or whatever. All you have to do is save out the map as a component map and edit the XML file. You could probably also use a MPQ editor, but I haven't tested that out yet.

    Hopefully blizzard will fix this problem sometime...

    Posted in: Miscellaneous Development
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    posted a message on Problem with medic heal model.

    Thanks, that worked! Who would have thought...

    I figured out a way to change the order without the whole "Z" addition or whatever. All you have to do is save out the map as a component map and edit the XML file. You could probably also use a MPQ editor, but I haven't tested that out yet.

    Posted in: Miscellaneous Development
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    posted a message on Problem with medic heal model.

    Still no luck. I even tried setting them to the Medivac's heal with no luck. I tried copying the files from the campaign and checking that the events matched up right but no luck...

    Posted in: Miscellaneous Development
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    posted a message on Problem with medic heal model.

    I just compared the actors to the medivac and the campaign medic and they seem to be in order. I'm not exactly sure how events work. Could it be that the triggers are never bing fired for the actor's events to pickup? Like it doesn't know that it has started (abil.heal.TargetChannelStart?) so it doesn't create the beam?

    Posted in: Miscellaneous Development
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    posted a message on Problem with medic heal model.

    I'm trying to add the medic's heal spell to a unit. I've copied everything I'm aware of from the campaign mod and imported all of the art assets. The medic unit even heals properly. The only problem is when it casts the spell, it doesn't create the beam, and when it stops healing, the heal model (Swirling crosses above the healed unit) and the sound stay forever.

    Is there some sort of event link or something I'm missing?

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Unit model not working.

    I had tried to upload the mod to Bnet and use that file with my map. It didn't help anything. I may try and upload the map, too but it seems like it would be a huge PITA to have to upload each time I want to test. Why did Blizzard have to go and ruin such extreme modding potential with this BS system for publishing maps and mods? Seriously, how did we EVER get by with going to a website and downloading them. Good they FIXED it and made it EASIER! *facepalm*

    Looks like I'm still on the hunt for a solution to this problem.

    Posted in: Artist Tavern
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    posted a message on Unit model not working.

    I did some experimenting and found out two interesting things.

    First I made a new map with normal multiplayer dependencies. From there I modified the command center to add another liftoff button with my icon. I ran the game and it worked! Interesting, so I can get art into the game. I later tried with the Spectre's icon and that worked, too.

    Another interesting thing was when I went back to my mod (It was already open, I just switched windows) The spectre unit I had placed in the map, pictured above had changed into the sphere that it looked like ingame! Defiantly some weirdness going on here.

    So on a whim, I imported all of the spectre's textures and models into the map I made to test the buttons. I clicked on the spectre model and it was glowing like it was missing textures. "Hmmm It must be because I haven't saved yet..." Save, reselect and *boom* it is showing up in the viewer as the dreaded hemisphere of death! "WTF?" I repeat the process by removing all of the files, saving and re-importing, but this time it just stays like it doesn't have textures!

    I tried resetting the map editor and reloading the map and behold the unit appeared fine in the previewer! So I closed the editor once again and opened my original map with the mod and the spectre unit is back to normal. -_- Everything is still messed up ingame mind you.

    So to sum it up, it looks like there is something messed up when I import the assets into a MOD and then set the map's dependencies to include that mod, but if I import them directly to a map it appears as if it works. And THAT leads me to believe that I'm not applying the mod correctly...

    Posted in: Artist Tavern
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    posted a message on Unit model not working.

    @Xenocide85: Go

    Ugh, still no luck =/

    I checked all of the dependencies, and I even tried moving my mod to the top of the map's dependencies list.

    Here is a picture so you can see exactly the problem I'm having.

    http://a.imageshack.us/img810/6811/wtfsc2.th.jpg

    You can see in the editor window, the model looks fine but in the game window the model, portrait, and wireframe (also the build button) are messed up. They all look fine in the editor. I have had the problem you describe with the missing textures, but I fixed that when I imported the textures at the same time as the model.

    I also tried loading up GIMP and made myself a simple icon following the tutorial on this site, again it looks fine in the editor, but is blank in the game.

    The map I'm testing is just a standard multiplayer map that shipped with the game, all that is different is that I loaded my mod into the dependencies list. Does the mod have to be in a specific directory, or loaded in a specific way? I'm also using the test document button with the map loaded to test.

    Thanks for all the help so far!

    Posted in: Artist Tavern
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    posted a message on Unit model not working.

    No luck. Maybe there is some flag I'm not setting? I'm stumped!

    When I make the model objects, I use field values, copy from (Ghost in this case) And then I change the M3 file to the one I imported. Same with buttons. Is there some global option I'm missing? The textures and models are all in the same file structure as when they were in the MPQ file.

    Posted in: Artist Tavern
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    posted a message on Unit model not working.

    Hmmm. Well, I already knew about the textures being separate. I'm going to try extracting the textures with the MPQViewer and see if that is the problem.

    For me all of the build icons and wireframe are solid color, and the model just shows up as a sphere. But that is only when testing in game, it all looks fine in the editor.

    Posted in: Artist Tavern
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    posted a message on Unit model not working.

    I don't want to add campaign dependencies to my mod because then it overrides all of the multiplayer units with campaign units. For example, researching stimpacks wouldn't work for a marine because it is researched differently for the campaign mode.

    I would love to be able to read all of the campaign units, models, buttons, etc. without it overriding the multiplayer stuff. Is there a way to do that?

    I also found out that the reason the .dds files aren't working in Photoshop is because the .dds plugin doesn't work with the 64 bit version... WTF?

    Posted in: Artist Tavern
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    posted a message on Unit model not working.

    Hi everyone I'm new here :)

    I'm trying to figure out how to get a new character into the game. To start with I'm just trying to get the Spectre into a mod based off of the MP game units. So far I have figured it out , but I'm having a problem when I try and play the game.

    The to get the art assets into the game, I export all of the textures and models from a campaign map using the editor. I'm not sure if I'm doing this right because it seems clumsy and buggy. From the data editor, I go to the models tab, select the model I want to export, then I scroll down to it's model file and press browse. From the launched window I right click and export. This is the buggy part. For some reason the extension ends with "..*" I can't save the file with or without that, the only way I can save a file is to save it as .txt and rename it later. Is there a better way to export files???

    Then I import the un-changed models and textures into my mod and link them up to the model object, then the actor, and the unit. So far so good. Everything looks good in the import window, and all of the buttons look good. The model looks fine and textured in the previewer. I can even place the unit in the editor and it looks fine. However when I test the map and mod and create the unit, all that appears is a sphere halfway into the ground!

    Is there something I didn't link up right? Did the files get messed up when I exported them as .txt and renamed them? The textures seem to import fine, but I can't open then in Photoshop with the latest .dds plugin, it says invalid file or something like that. The unit wire frame and build button are also just a solid color when viewed ingame.

    Any Ideas?

    Thanks.

    Posted in: Artist Tavern
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