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    posted a message on Unit spawning triggered by entering region.

    @nexius22: Go

    This is a three player map so the triggering unit could be any one of 6 unit typed from three different players. I cannot see an condition for triggering player to be *any player* from player group 'active players' (it has to be one player from active players), so I have made the condition to be "NOT - triggering player == 5" (player 5 being the owner of the zerglings)

    I have also added the turn trigger off function, the problem still occurs. Perhaps I should be doing this a completely different way?

    SOLVED* It seems that the problem was the 4 second wait in between the unit spawn and the pathing blocker spawn, AFTER which came the turn trigger off action. I seperated the wait and the blocker spawn to a different trigger, run at the start of the ambush trigger and it works. Thank's nexius.

    Posted in: Triggers
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    posted a message on Unit spawning triggered by entering region.

    I am spawning a small ambush that is triggered when a players units enter a region. The problem is that zerglings just keep on spawning as if the actions are running over and over again.

    I tried a function and a trigger both with the same result. I'm going to train myself up on functions today because they seem to save time but it seems that the problem here is having the event as "unit enters region". I have tried using the 'stop trigger' function and using variables to halt the trigger but to no avail.

    What I want is to spawn some lings when a player unit enters a region, have those lings attack, place a pathing blocker where they emerged. what am I doing wrong?

    I posted some pics but I think the mods removed them because I'm such a noob and my pikchars are broked so here is the trigger.

    Events - [any unit] enters [ambush1(region)]

    IF - [active players] = 1 THEN - create [5] [zergling] at [ambush spawn(point)] - order [last created units] to [attack] targeting [start units(unit group)] - wait [4] [game time] seconds - create [1] [dynamic pathing blocker] at [ambush1blocker(point)] ELSE - IF - [active players] = 2 THEN - create [10] [zergling] at .....etc

    I have tried with only one 'creat units' action enabled and no 'if then else' the problem still occurs.

    Posted in: Triggers
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    posted a message on [Q]Re-Skinning models?

    @xcorbo: Go

    The method I use to alter the original texture involves simply overlaying an opaque colour masks on certain parts. Perhaps we could just use the decal texture to paint over the original?

    Posted in: Artist Tavern
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    posted a message on [Q]Re-Skinning models?

    I've created a custom texture for a marine. Seeing as all textures are available as data assets there should be a way to re-skin a model while only adding the new texture asset to the map, as opposed to adding the same model again with the new texture applied. When trying to implement the new texture, I get an error implying that the editor is looking for the texture in the .M3 file and can't find it of course.

    Is there a way to re-skin a unit/building in a SC2 mod without adding a whole new model? Are the default settings in the NVIDIA .dds plugin for Photoshop adequate for a SC2 texuter?

    EDIT: it's actually Oatin who's trying this, he may elaborate.

    Posted in: Artist Tavern
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    posted a message on "Right-click - 'Export'" not working!

    So I have found countless tutorials and forum posts telling me that I can export a texture as a .dds file simply by right-clicking on the file in the previewer or data editor and clicking 'export'. I have right-clicked on the texture files in every way I can think of and no option for exporting appears, in-fact nothing appears. I can export model files but that is no good to me, I need to quickly export .dds texture files. Could this be a recent change to the editor after patch1.2? It just doesn't seem to make sense. So to to recap, when I right click on a texture asset in various data/preview, I get no option for exporting. Please put me out of my misery and give me the blindingly simple solution that I know is out there somewhere.

    EDIT: SEMI-SOLVED: So it seems that in the 'Archive Browser' in the Data Editor I can right-click export. Just go to a data field that contains a texture i.e. "Assets\Textures\decal_protoss_0019_01.dds", right click - 'modify field', click 'browse' in the window that opens and that's the archive browser (for anyone who is as much of a noob as me).

    Although...I cannot save the file as .dds, it has to be .tga. Can anyone shed light on this, and perhaps why i cannot export from the previewer?

    Posted in: Artist Tavern
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    posted a message on [Q]Creating new textures

    Thank's for all the help guys, you've answered a good amount of questions for me. You seem to know what you are doing so maybe you can help me with another problem I'm having. I can find endless tutorials and forum posts about exporting texture files that all say just right-click - 'export'. I have tried right clicking on the preview image of the diffuse texture I want in the 'Data Editor' and also on the file in the 'Previewer', I've right clicked just about everywhere and no dialogue is appearing offering the option of exporting. I can export the M3 files which I can probably open in maya and extract the textures from but everyone says that there is a way of exporting .dds texture files quickly (right-click - 'export'). Why can't I right click and export texture files?

    Posted in: Artist Tavern
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    posted a message on [Q]Creating new textures

    I've searched this website and google to no avail. So, as far as I can see, textures are composed of an image - e.g. tiles, an Alpha Channel that defines how the light reflects of the edges of those tiles and another layer which seems to control how that texture overlays with other textures when blending them together with an airbrush-style tool. I would guess that the Alpha Channel (which in the case of a grass texture for example, will be a muddle of red and orange pixels) is not drawn manually. I should hope that a texture can be modelled as a 3D image in relation to the shape of the pattern in the texture image in order to create an alpha channel automatically.

    Is it possible to automatically create a working SC2 texture using Adesk MAYA? If not, is it possible using Photoshop or any other software? Does anyone know of a good tutorial for creating textures with Alpha channels and the other layer relating to blending specifically for StarCraft 2?

    Posted in: Artist Tavern
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    posted a message on New to Maya

    I have just started using Adesk Maya, I am working through the official tutorial pack and getting to know the program. I have a custom map project on the go but I'd love to contribute some custom models to the Assets section as well. Any advice or links that might be useful to a beginner 3D modeller?

    Posted in: Artist Tavern
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    posted a message on Any people who want to play Co-op Campaign Maps?

    A sure fire way to make a map successful and give it replay value is to use bank rewards, giving people new units/abilities to show off to their noob ally who does not have them yet. Look a Night Special Forces, I wasted half my life trying to get that Stone Zealot and I don't even regret it!

    Posted in: General Chat
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    posted a message on Data genious wanted (pay provided)

    Hello artisans of SC2 mapster. I am SaltyDog and I make melee maps for a high level in-house on the EU servers. I will cut to the chase and explain what I would like done.

    I would like a modified SC2 melee data set that simply speeds up everything. Ideally I would like the option for x2 or x1 1/2 speeds. This means that everything moves faster, just like changing the game speed from 'normal' to 'faster' except we are going faster still. Void ray charge, chrono boost, fungal growth cargo load animations, all animations for that matter must be affected. This product needs to a perfectly sped up version of regular melee play. Of course, the terrain design is something I can take care of, I need the data modifications.

    In an ideal world, this would be achieved via the modification of the existing game speed option.

    I am willing to offer a wage for the completion of this product providing that is is smooth, well polished and perfect. Please PM me or reply to this post if you have the skills necessary to complete the task.

    Posted in: Data
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    posted a message on Melee maps question.

    This site seems to be fairly custom orientated (correct me if I'm wrong). I am going to begin an analysis of what makes a good.bad melee map and I'm looking for a forum for melee mapsters. Can anyone help me out?

    Posted in: General Chat
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    posted a message on [UltiDrgn]'s Request Corner

    @UltiDrgn: Go

    I have a couple fairly simple requests that should be easy to make. In the campaign there is an Auto-refinery, it looks pretty much like a regular refinery but with a close door and some extra steam-punky animated pump bits. What I would like is an Auto-assimilator and extractor. They do not need to look vastly different from the originals, just something to distinguish them, even if it's just a texture change.

    Note: As I understand this is just a forum where people can post request for models and a 3D modelling deity of some sort grants or refuses that request. If so, that's super super awesome, fanks!

    Posted in: Art Assets
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    posted a message on Simple question: any air unit enter region

    SOLVED: 'number of units in nit group' function in a comparison. Unit group being 'units in region matching condition' <= 1

    I just can't seem to find away of doing this in the trigger editor. I need an event/condition that executes actions on a triggering unit when 'any air unit' from specific team/player group enters a region. help please? :)

    Posted in: Triggers
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    posted a message on Simple question: how to enable building stacking?

    I would like to enable building stacking for human players only and ideally only for some buildings. How do I accomplish this ?

    Posted in: Data
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    posted a message on SOLVED: publishing error "Varient specified a user controller"

    @saltydog87: Go

    So the fail occurs when the editor is "transmitting header file" which I believe is something to do with document dependencies. I have just got over the problem of "document dependency header file not available" in the publishing preferences screen by deleting the locale files from all the dependencies and re-adding them. After the error message, "a variant specifies a user controller" the editor quotes a file name that is in 'Application data - blizzard - battle.net - cache - TMP - the file name is a long string of letters and numbers and does not appear in the specified folder before, during or after the failed publishing.

    I've been working on this map for weeks and I'm stumped, please help if you have any ideas.

    Posted in: Galaxy Editor Bugs and Feedback
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