So I have absolutely no idea if any of this is possible so I figure Id see what you guys thought.
I suppose the first thing you would probably do is make custom skins for whatever you want to cell shade. You would want to make stuff solid colors, little detail, with black outlines maybe.
Lets say the halo effect was editable and you could customize it to look like a thin black outline instead of a white glowing outline. This could kind of create a cartoon outline appearance.
Lastly, if there is a way to sort of edit lightning so that the highlights and shadows were very simple and had little gradience (No fading into the highlight or shadows, but simply one pure color for each).
So I came across this model of samus here. I guess its mdx for wc3 or something. Just wondering if it could be converted into m3. Personally I have no idea about this stuff, but if it can be converted then I was kind of hoping someone could do it if they are willing.
I'm not 100% sure what I would need to do to make a model shine like polished metal. I'm thinking maybe it's something with the specular texture or emissive, but I'm still not entirely sure. If anyone can sort of throw me a bone or something :P.
So I've been messing with team colors trying create some cool effects on units by changing their team colors, but this priority thing has me confused a bit.
I want to be able to change a units team color then change it back, but it seems if the priority of the color isn't higher than the current it won't switch?!?
Honestly, I don't even know if that is how it works, just speculation on my part.
I noticed that there are quite a few variations of the same textures. I'm wondering what the difference between each of these are exactly and how they work together in game. I want to be able to understand the functions of each of these type of textures.
In the pic, I have just applied a green texture to the whole box, but the alpha channel has black over every face except for the top of the box. Therefore as you can see, the team colours are applied to everything except the top face
Assuming you don't use 3ds max would painting parts of a UV map with a specific type of black turn those areas into team colors?
Lemme get this straight. You can open a m3 in notepad and change the texture path so its external from the m3? Well even if I did manage to do this I wouldn't have a uv map?!?
I just want to break up the m3 file so I can reskin some models. I don't know anything about modeling and I really don't think I'm gonna buy a program as expensive as 3ds max any time soon.
Just wondering if there is something that can open a m3 and maybe recompile back into one as well?
I was wondering what the difference between these things are other than the obvious visual difference. Would there be any benefit performance wise for using both at the same time or do they pretty much do the same thing?
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So I have absolutely no idea if any of this is possible so I figure Id see what you guys thought.
I suppose the first thing you would probably do is make custom skins for whatever you want to cell shade. You would want to make stuff solid colors, little detail, with black outlines maybe.
Lets say the halo effect was editable and you could customize it to look like a thin black outline instead of a white glowing outline. This could kind of create a cartoon outline appearance.
Lastly, if there is a way to sort of edit lightning so that the highlights and shadows were very simple and had little gradience (No fading into the highlight or shadows, but simply one pure color for each).
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So I came across this model of samus here. I guess its mdx for wc3 or something. Just wondering if it could be converted into m3. Personally I have no idea about this stuff, but if it can be converted then I was kind of hoping someone could do it if they are willing.
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I'm not 100% sure what I would need to do to make a model shine like polished metal. I'm thinking maybe it's something with the specular texture or emissive, but I'm still not entirely sure. If anyone can sort of throw me a bone or something :P.
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So I've been messing with team colors trying create some cool effects on units by changing their team colors, but this priority thing has me confused a bit.
I want to be able to change a units team color then change it back, but it seems if the priority of the color isn't higher than the current it won't switch?!?
Honestly, I don't even know if that is how it works, just speculation on my part.
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So Emissive can can light up an area? So it basically brightens the same area on the diffuse texture?
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I noticed that there are quite a few variations of the same textures. I'm wondering what the difference between each of these are exactly and how they work together in game. I want to be able to understand the functions of each of these type of textures.
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Ohhhh, alpha channel. DURP, I had no idea what you meant at first.
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Oh my god. This is one awsome work of art.
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Assuming you don't use 3ds max would painting parts of a UV map with a specific type of black turn those areas into team colors?
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@DioSSC: Go
Ok, so export the texture using the sc2 editor. Duh! lol thanks. I think I pretty much know everything I need to now. Thanks everyone.
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@Dieable: Go
Lemme get this straight. You can open a m3 in notepad and change the texture path so its external from the m3? Well even if I did manage to do this I wouldn't have a uv map?!?
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I just want to break up the m3 file so I can reskin some models. I don't know anything about modeling and I really don't think I'm gonna buy a program as expensive as 3ds max any time soon.
Just wondering if there is something that can open a m3 and maybe recompile back into one as well?
0
I was wondering what the difference between these things are other than the obvious visual difference. Would there be any benefit performance wise for using both at the same time or do they pretty much do the same thing?
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@Homaeedv: Go
Its because your event is setting your camera over and over again really quick. This includes setting yaw so basically your yaw keeps resetting.
Anyway, the action you need to use is the apply camera property. Set rotation as the property and facing angle of unit for the value.
Edit: I highly suggest use of a different event than a timer. This will cause lots of lag in the long run.
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I remember that. Someone edited the map so there's a bunch of bad versions of the map that don't work correctly near the end.