Okay, what I would try doing is moving the text into a user created conversation in the data editor and run that along side what you're doing with triggers. Make sure the conversation is set to the type 'briefing' and for each line of text there, use the custom sound button and sync the time for each line for what you've set in the triggers.
I've been playing around with the events to try and get this to work, the problem I'm running into is actually getting the death animation to play. The problem I'm running into is that the .m3 model for the object doesn't actually have an animation for death, so I'm not sure how to get it to play the 'death' animation. Right now when I kill the bunker the turret doesn't disappear because it's waiting for some nonexistent animation that I labeled death to complete.
Edit: If I change the sub requirement for the animation completion event to 'missing', rather than 'complete' or 'cleared', it kills the unit. I've been playing around with this for almost 2 hours now and I can't figure out how to get it to play the death animation either.
I understand what it's like to have no time because of school. Most likely they'll work on it from time to time but they certainly won't do as mush as when they were on summer vacation. I'd rather not bug them and try to derail them from their studies and I'm super grateful for what they've given us so far.
The text should be based on what you input in the conversation manager, it doesn't convert what it's actually hearing from the file to text. If your text is disappearing then it's a different issue. I think mine ended up disappearing for a while because I changed the type of conversation, which for some reason that type of conversation didn't want to show my subtitles.
As someone new to map making I know getting an amazing UI like that is going to take some work; but that's not the most important part of my map. Getting my map to work properly and the story to flow is key. Once I nail stuff like that down, then I'll start going back through and changing some of the defaut visuals to something cooler.
Keep in mind that in order to get an play someone's map you DON'T always have to be online, heck, you don't even have to be in the game. You could technically distribute map files straight from the galaxy editor and run them through test mode. I play my WIP map regularly that way to make sure things are working and if I gave you access to that file you'd also be able to play that map in that way. The only constraint is that all the maps would be single player.
While that work around is there, I don't think it's ever going to become necessary. If they add a premium map system they're not going to steal the maps that players created. I wouldn't be suprised if they took a small percentage of the money those maps would (or most likely wouldn't) be earning; but it will be up to the creators whether they want to make their map a premium map and never have people play it.
I was curious if there was a way to Site Ops like SOpAdjustShield and SOpTiltShield in conjuction with an actual attachment? Right now I have an attachment (a weapon) attached to Nova's arm (Weaponless Nova done by Utli with additional attach points) but the thing needs to be rotated and moved a little bit. The moment I attach either SOpAdjustShield or SOpTiltShield the weapon stops animating with the unit (for the most part. Every once in a while it'll jump around during an attack)
Sigh... I should have looked to see if someone had already requested/done this before I tried to tackle this problem myself. I've probably wasted around two days worth of work on my map trying to figure out a way to get a weapon attached to Nova's right hand. I tried multiple methods in 3DS but they wouldn't work; couldn't get it to attach properly there. I was starting to animate the the weapon with autokey. I even tried all of the in-game attachment methods but they all sucked because she doesn't have a hardpoint there.
Then I got the idea to see if I could figure out how to add an attachment point in the model, since I know how to do the in-editor attachment now. Came to this forum to figure out how to do that, and here was this thread. I am both relieved and frustrated. Can't wait to see this without the movement targeting glitch and hope they improve our import/export plugins soon.
Thanks again Utli for your contribution to the community.
I'm in the learning and relearning process as well. Just updated my version as the one I was previously using was very outdated. Last time I did model editing was back when Freedom Force was popular, but I did a couple model edits in that community.
Would def love to bounce techniques around and contribute my own when I learn them.
I've been wanting to do some VA and I'll probably end up doing some for my own map, but I'll be roping in my wife to help me out with most of the voices for that. I'm not sure how good my mic will be for recording but I think it's about middle of the road.
I would love there to be an option to go to the last post or to head to the first one. I don't care what the person said at the bottom of the page until I've read what the OP has to say.
Awesome tutorial, now I just need to figure out which steps I can skip since all I'm doing is adding a non-animated weapon model to my hero's arm. I have to recheck everything because instead of getting the weapon model on my hero I'm getting the placeholder sphere and if I try to place the unit in the editor it doesn't have a model either. Something I did nuked the model because I copied the unit, actor and model from it's non-attached version (item drop for the player to pick up) and the model shows up.
Edit: Guess I should try the 'easier' attachment tutorial that doesn't include 6 attachments that have missile based attacks.
Would it be possible to pose a link to the other attachment tutorials on the front page, I didn't even notice the easier tutorial until after I tried to do it the hard way and made a post here.
Good luck. I haven't been digging too deep into this aspect of custom models yet. I'm still trying to figure out how to properly attach one object to another (in 3DS Max) so that it animates properly. I have tried so many things but my novice skills still can't figure it out.
I can attach the stupid thing to her arm using a surface constraint, but then I lose all control over it's positioning and rotation so it looks like garbage in the animation
I can also weld the thing to her arm (it's a Protoss blade that I'm trying to attach to a rifle-less Nova) but I can't add any of it's vertices to the envelope's of the arm's bones.
Right now I'm frustratingly trying to animate it manually (and with auto-key), but there are so many frames and animations to go through.
0
@Frightwolf2005: Go
Okay, what I would try doing is moving the text into a user created conversation in the data editor and run that along side what you're doing with triggers. Make sure the conversation is set to the type 'briefing' and for each line of text there, use the custom sound button and sync the time for each line for what you've set in the triggers.
0
@SaucySC: Go
I've been playing around with the events to try and get this to work, the problem I'm running into is actually getting the death animation to play. The problem I'm running into is that the .m3 model for the object doesn't actually have an animation for death, so I'm not sure how to get it to play the 'death' animation. Right now when I kill the bunker the turret doesn't disappear because it's waiting for some nonexistent animation that I labeled death to complete.
Edit: If I change the sub requirement for the animation completion event to 'missing', rather than 'complete' or 'cleared', it kills the unit. I've been playing around with this for almost 2 hours now and I can't figure out how to get it to play the death animation either.
0
@tFighterPilot: Go
I understand what it's like to have no time because of school. Most likely they'll work on it from time to time but they certainly won't do as mush as when they were on summer vacation. I'd rather not bug them and try to derail them from their studies and I'm super grateful for what they've given us so far.
0
The text should be based on what you input in the conversation manager, it doesn't convert what it's actually hearing from the file to text. If your text is disappearing then it's a different issue. I think mine ended up disappearing for a while because I changed the type of conversation, which for some reason that type of conversation didn't want to show my subtitles.
0
Some awesome stuff here.
As someone new to map making I know getting an amazing UI like that is going to take some work; but that's not the most important part of my map. Getting my map to work properly and the story to flow is key. Once I nail stuff like that down, then I'll start going back through and changing some of the defaut visuals to something cooler.
0
Keep in mind that in order to get an play someone's map you DON'T always have to be online, heck, you don't even have to be in the game. You could technically distribute map files straight from the galaxy editor and run them through test mode. I play my WIP map regularly that way to make sure things are working and if I gave you access to that file you'd also be able to play that map in that way. The only constraint is that all the maps would be single player.
While that work around is there, I don't think it's ever going to become necessary. If they add a premium map system they're not going to steal the maps that players created. I wouldn't be suprised if they took a small percentage of the money those maps would (or most likely wouldn't) be earning; but it will be up to the creators whether they want to make their map a premium map and never have people play it.
0
Awesome, thanks for this tutorial.
I was curious if there was a way to Site Ops like SOpAdjustShield and SOpTiltShield in conjuction with an actual attachment? Right now I have an attachment (a weapon) attached to Nova's arm (Weaponless Nova done by Utli with additional attach points) but the thing needs to be rotated and moved a little bit. The moment I attach either SOpAdjustShield or SOpTiltShield the weapon stops animating with the unit (for the most part. Every once in a while it'll jump around during an attack)
0
Sigh... I should have looked to see if someone had already requested/done this before I tried to tackle this problem myself. I've probably wasted around two days worth of work on my map trying to figure out a way to get a weapon attached to Nova's right hand. I tried multiple methods in 3DS but they wouldn't work; couldn't get it to attach properly there. I was starting to animate the the weapon with autokey. I even tried all of the in-game attachment methods but they all sucked because she doesn't have a hardpoint there.
Then I got the idea to see if I could figure out how to add an attachment point in the model, since I know how to do the in-editor attachment now. Came to this forum to figure out how to do that, and here was this thread. I am both relieved and frustrated. Can't wait to see this without the movement targeting glitch and hope they improve our import/export plugins soon.
Thanks again Utli for your contribution to the community.
0
I'm in the learning and relearning process as well. Just updated my version as the one I was previously using was very outdated. Last time I did model editing was back when Freedom Force was popular, but I did a couple model edits in that community.
Would def love to bounce techniques around and contribute my own when I learn them.
0
Yea, that would have been cake, since it's just a simple doodad with no movement. Thanks for doing that for the OP Ulti.
0
@Dracoknight: Go
I've been wanting to do some VA and I'll probably end up doing some for my own map, but I'll be roping in my wife to help me out with most of the voices for that. I'm not sure how good my mic will be for recording but I think it's about middle of the road.
0
I would love there to be an option to go to the last post or to head to the first one. I don't care what the person said at the bottom of the page until I've read what the OP has to say.
0
Awesome tutorial, now I just need to figure out which steps I can skip since all I'm doing is adding a non-animated weapon model to my hero's arm. I have to recheck everything because instead of getting the weapon model on my hero I'm getting the placeholder sphere and if I try to place the unit in the editor it doesn't have a model either. Something I did nuked the model because I copied the unit, actor and model from it's non-attached version (item drop for the player to pick up) and the model shows up.
Edit: Guess I should try the 'easier' attachment tutorial that doesn't include 6 attachments that have missile based attacks.
Would it be possible to pose a link to the other attachment tutorials on the front page, I didn't even notice the easier tutorial until after I tried to do it the hard way and made a post here.
0
I would check the attack's actor and poke around the art tab.
0
@IskatuMesk:
Good luck. I haven't been digging too deep into this aspect of custom models yet. I'm still trying to figure out how to properly attach one object to another (in 3DS Max) so that it animates properly. I have tried so many things but my novice skills still can't figure it out.
I can attach the stupid thing to her arm using a surface constraint, but then I lose all control over it's positioning and rotation so it looks like garbage in the animation
I can also weld the thing to her arm (it's a Protoss blade that I'm trying to attach to a rifle-less Nova) but I can't add any of it's vertices to the envelope's of the arm's bones.
Right now I'm frustratingly trying to animate it manually (and with auto-key), but there are so many frames and animations to go through.