So I'm making a map where snipers will shoot the player's hero from a good distance when he gets too close. The firing sound plays through the fog over a great distance but I also want an arrow (gonna use the "ping arrow" model) to be created at the hero and point in the direction of the attack for a few seconds.
I've made a custom loading bar for my map, I imported it to "Assets/Textures", I checked the file path in data editor and the terran loading bar is showing up as my custom imported one, and yet the original Blizzard one is still showing up in the loading screen.
So I'm trying to rig the bones from a WC3 zombie to a Diablo 3 zombie, but I'm having troubles. When I set the weight in 3ds max to 1 in the skin modifier, the mesh is like 100x scaled it's normal size.
I'm new to 3ds max, how do I make the bones not scale the mesh? Is it in the keys? I tried changing the keys, but then it scales the bones themselves, too (I've got the bones and the mesh scaled to the same size so they are aligned in the viewport).
I just want the mesh to stay the same size it is when I skin the bones to it.
Yes I know, I want to use the 1-model version, but it's so messed up and I don't know why at all. The turret mesh is properly weighted and skinned to a turret bone, which is parented to the TurretZ reference. I still have no freaking clue why on earth it's just dropping to the ground, though. Shit is getting mad annoying and I've been spending days on it that could be spent working on other things.
Attached the 1-model version if you can tell me what is wrong with it.
So now I just made 2 models, one for the turret and one for the hull. The only problem now is that the attack launch is above the model for some reason, rather than being attached to the turret weapon. I made a new site, with the host being the turret model addition and with SOpAttachWeapon as the site operation. Any idea why it's not attaching to the turret's weapon reference?
All I have is a special turret actor, which is an exact copy pretty much of the Colonist Transport turret. I don't have anything in the host fields or site operations or whatever. The actor is pretty much an exact copy of the Colonist Transport. And the turret and the tank model are together (the turret is not a separate model).
Is it a problem with the mesh? Do I need to add the TurretZ reference to the skin modifier or something? I don't see how the Colonist Transport can function correctly and mine doesn't in any other reason but my model.
The turret and the tank body are separate objects, too (not sure what to call it). Do I need to attach them?
Edit: Okay I have another problem, now. I try to add bones to the mesh, I export, but then when I import the skin modifier is still the same (the bones were not added). What the heck am I doing wrong?
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Yes because it will return the same number if it's unlearned OR level 1.
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Yes because it will return the same number if it's unlearned OR level 1.
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So I made a hero with 2 abilities that are a bit trigger-dependent, and I noticed something screwed up.
An ability that has not been learned = 0, and an ability at level 1 is actually still at level 0. This is also true for Requirements.
Is there any way to make an ability at level 1 actually be at level 1? Or do I need to work around this crap now?
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So I'm making a map where snipers will shoot the player's hero from a good distance when he gets too close. The firing sound plays through the fog over a great distance but I also want an arrow (gonna use the "ping arrow" model) to be created at the hero and point in the direction of the attack for a few seconds.
What is the best way to go about doing this?
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I've made a custom loading bar for my map, I imported it to "Assets/Textures", I checked the file path in data editor and the terran loading bar is showing up as my custom imported one, and yet the original Blizzard one is still showing up in the loading screen.
Any idea how to use a custom loading bar?
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Oh! Yes I did. I had no idea that scaling would mess up the skin modifier. Thanks.
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Skin modifier.
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So I'm trying to rig the bones from a WC3 zombie to a Diablo 3 zombie, but I'm having troubles. When I set the weight in 3ds max to 1 in the skin modifier, the mesh is like 100x scaled it's normal size.
I'm new to 3ds max, how do I make the bones not scale the mesh? Is it in the keys? I tried changing the keys, but then it scales the bones themselves, too (I've got the bones and the mesh scaled to the same size so they are aligned in the viewport).
I just want the mesh to stay the same size it is when I skin the bones to it.
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Did you do this by scaling? I didn't know bones even had any height and width. I'm kind of new to this :/
Are you talking about the fields in the modify tab under "Bone Parameters" and "Bone Object"?
And thank you very much for helping me! You are very knowledgeable.
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Dude, I'm doing it and it's still dropping to the center. Can you upload that model to me so I can see what I'm doing differently?
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Yes I know, I want to use the 1-model version, but it's so messed up and I don't know why at all. The turret mesh is properly weighted and skinned to a turret bone, which is parented to the TurretZ reference. I still have no freaking clue why on earth it's just dropping to the ground, though. Shit is getting mad annoying and I've been spending days on it that could be spent working on other things.
Attached the 1-model version if you can tell me what is wrong with it.
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So now I just made 2 models, one for the turret and one for the hull. The only problem now is that the attack launch is above the model for some reason, rather than being attached to the turret weapon. I made a new site, with the host being the turret model addition and with SOpAttachWeapon as the site operation. Any idea why it's not attaching to the turret's weapon reference?
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Here is the model in game and in the galaxy editor.
Edit: I attached the meshes, and I'm still having the same problem. I hate this :(
I guess I'll just try using 2 models...
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@Zolden: Go
I did. The bone is parented to the Ref_TurretZ, and I'm still having these weird problems. Want me to email you the model or something?
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All I have is a special turret actor, which is an exact copy pretty much of the Colonist Transport turret. I don't have anything in the host fields or site operations or whatever. The actor is pretty much an exact copy of the Colonist Transport. And the turret and the tank model are together (the turret is not a separate model).
Is it a problem with the mesh? Do I need to add the TurretZ reference to the skin modifier or something? I don't see how the Colonist Transport can function correctly and mine doesn't in any other reason but my model.
The turret and the tank body are separate objects, too (not sure what to call it). Do I need to attach them?
Edit: Okay I have another problem, now. I try to add bones to the mesh, I export, but then when I import the skin modifier is still the same (the bones were not added). What the heck am I doing wrong?