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    posted a message on Help - "Dependency Data Could Not Be Loaded"

    So long as you tested it it should be in your bnet folder.

    Locate your bnet cache folder

    Windows XP:
    [drive letter]:\Documents and Settings\All Users\Application Data\Blizzard Entertainment\Battle.net\

    Windows Vista/7:
    [drive letter]:\Users\All Users\Blizzard Entertainment\Battle.net
    \ [drive letter]:\ProgramData\Blizzard Entertainment\Battle.net\

    Once you have, you'll want to sort by last modified / file size (it'll not be fun trust me) but if you roughly know the file size that you last test this will be easier.

    You hopefully should then be able to find it resave / use a MPQ to copy the terrian data and your work should be ok.

    Posted in: General Chat
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    posted a message on Official - War3 Assets RELEASED!!!
    Quote from Forge_User_04585675: Go

    Even if there is not one, it should not be too difficult to make one yourself.

    I have just would prefer one that is standard is all :)

    Quote from Forge_User_04585675: Go

    WC3 did not have % based armor. It instead had EHP based armor similar to Diablo III. Every point of armor by default (changeable in gameplay constants) added 6% more toughness when taking attack damage additively. As such a unit with 100 armor would be able to take 600% more attack damage than a unit with 0 armor. The percentage you saw in the UI was based on the damage reduction needed to obtain this increase in toughness. This also meant that each point of armor was as effective as the last mechanically. Sure relatively they became less effective (1 armor at 100 armor is only a 1% increase) however that is the case for all such mechanics. Attacks could not be reduced below 1 damage (before armor type) so eventually toughness would flatline from certain sources.

    This is completely redundant information, the issue is that we couldn't add the % value to the UI before or add in the same formulae that were used in WC3.

    The reason people would like to use the same system as it reduces the extra effort for redoing a game's balance that you have already made, tried and tested.

    Posted in: Warcraft Modding
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    posted a message on Official - War3 Assets RELEASED!!!

    So this made me come back to SC2, nearly didn't see it as I've had SC2 unistalled for over a month.

    So few questions if anyone knows the answers.

    Do we have a nice Lighting Set for this that does the day/night cycle to go with this? Have they sorted out a nice way to do the % base armour, the last time I was here they added something but it wasn't great. Does Blight have to look like Creep, I place down necro buildings but all I see is creep no blight.

    Posted in: Warcraft Modding
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    posted a message on M3 Exporter

    I'm having an issue with the .m3 exporter when using WC3 models, I used to use a version of the .m3 exporter that worked fine but I cannot seem to find it any more.

    The current ones in the 2.2 pack complain about the Parent Bone in during the export.

    SC2 Art Tools Exporter works when they aren't imported as a .m3 but fails to export them properly, I would very much like a solution if anyone has one.

    Posted in: Third Party Tools
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    posted a message on help to convert mdx on m3
    Quote from vergil93120: Go

    Hello guys, i have problem to convert mdx models on m3 for starcraft :/ i can't import in 3ds max, so i search some help or someone who can convert me some models

    http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/files/34-m3-plugins-v2-2/ The importing works perfectly the exporting however I can't figure out it used to be easy.

    http://www.sc2mapster.com/forums/development/artist-tavern/17108-wc3-to-sc2-model-conversion/

    Quote from TaylorMouse: Go

    Which mdx model are you trying to convert, can't you use a m2 model (World Of Warcraft) in stead of a Warcraft 3 model?

    WC3 models are way to low poly for a game like SC2, even the older WoW models can grow in polys to be able to use in SC2.

    T.

    I have to disagree on this, they are perfectly find so long as you give them a slight touch up and don't enlarge them to huge sizes.

    Personally I'm of the opinion that it depends how many models you are importing and or will be trying to make the game engine render at any one time.

    If you are going for 100+ with 100+ units being used being used at any one time then you would be better off not using WoW models due to the sizes and the frame rate.

    If you are going for 50 and 10 being used then WoW models all the way.

    Posted in: Artist Tavern
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    posted a message on WC3 to SC2 Model Conversion
    Quote from Forge_User_83057911: Go

    @Domper: Go

    Does "everything else" include the fact, that you managed to successfully import the model to the editor?

    If you don't have tight test, update your m3 scripts.

    I didn't find the tight test in any of the bundles does anyone have a link?

    Posted in: Artist Tavern
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    posted a message on WC3 to SC2 Model Conversion

    So I decided to teach my friend how to do this as he was asking, and I was using a peon as an example to redo this tutorial to make it more up to date with more images and possibly a video when I have time however I keep getting errors when I try to export the model using the 2.2 scripts

    In 2011 64 bit I get

    ---------------------------
    MAXScript Rollout Handler Exception
    ---------------------------
    -- Unknown property: "init" in undefined
    ---------------------------
    OK   
    ---------------------------
    

    Line 1150 modl.sc2tight[1] = M3E_Tight.init()

    In 2012 I get a different error.

    ---------------------------
    MAXScript Rollout Handler Exception
    ---------------------------
    -- Unknown system exception
    ---------------------------
    OK   
    ---------------------------
    

    Line 3380 akey.stcInd = M3E_findSTCframe akey.frame

    Anyone know why this might be?

    I know the model may be the issue I will try it with another, it'd be nice to find out why it does work.

    • added file*
    • edit*

    Should of read the whole of this thread post above seem to indicate the new plugins do not work as well as the old, will try the old and 2011 see it that works.

    • 2nd edit* 2.1 plugins have the similar issue

    line 4347 if (curMap.mapChannel > 1) then layr.uvChannel = bit.set layr.uvChannel 1 true

    • 3rd edit 1.7 version just gives and erro about the mapChannel
    ---------------------------
    Export failed
    ---------------------------
    Export failed!
    -- Unknown property: "mapChannel" in Map #1:StarCraft II Layer
    ---------------------------
    OK   
    ---------------------------
    
    • edit 4* tried all with a model I know worked before, will check 32 bit to see if that is the issue but I'm sure i used 64 bit before.
    Posted in: Artist Tavern
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    posted a message on Local Dependency Duplication

    Sorted

    Deleting the files in the SC2 folder in my documents seems to have done the trick.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Local Dependency Duplication

    This is my core mod it references 4 mods, Lib, Models, sound, icons
    http://puu.sh/30djU.png

    When I add this to a map this happens, and causes some weird duplication issues.
    http://puu.sh/30dlx.png

    But this only happens as far as I can tell locally, online tests are fine.

    Any ideas why?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Issue - Duplicate Units Spawning From Train

    odd seemed to have copied the text from the previous post.

    Issues is back, effects attributes on trained items as well but not normal stats.

    Posted in: Data
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    posted a message on Custom Non-Shiney Terrain Texture
    Quote from Telthalion: Go

    Terrain textures use the diffuse map's alpha channel for specular. If your alpha channel is solid black, the texture won't have any shiny areas. Though it may still be dependent on having a proper normal map to look right.

    Alternately, as Maity said, you can simply turn down the Terrain Specular in your lighting.

    I've been trying with white/grey/black alpha channels but no luck sadly

    I shall try the lightning as I think I have custom lighting which may be the problem.

    Thanks guys btw :)

    • edit*

    Just and update it worked perfectly the issue was that the lightning was on some crazy high multiplier

    Posted in: Artist Tavern
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    posted a message on Modifying a behavior through an upgrade

    I would suggest you create a new version of it and then see if that does the same since you said it did work on a new map but doesn't on yours.

    I've had a few weird bugs in my map like trained units duplicating and there was no reason at all for it to do so, when I remade the abilities they worked fine, sometimes the editor is just weird.

    Posted in: Data
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    posted a message on DotA 2-like selfcast ability

    Could you elaborate on how this ability works a bit more.

    Posted in: Data
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    posted a message on (SOLVED)(ACTORS/WEAPONS) Unit squads, multiple actors on the same unit.

    Check the validators or requirements if you want to limit them.

    Posted in: Data
  • 0

    posted a message on Custom Non-Shiney Terrain Texture

    Could you explain on how to do that or give an example as I'm not too sure what you mean.

    Posted in: Artist Tavern
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