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    posted a message on (Solved) Level Flying units with Fog of War

    It's pathetic that I have to bump my own thread for 10 days with no real answer. This will be the last time.

    Is what I'm asking too hard/impossible to do, is it too obscure, or is the forum just not populated with experienced data editors? DrSuperEvil is pretty much the only person responding to data request threads. If suddenly SuperEvil decides to up n' leave, does that mean the data forum will die almost completely?

    Posted in: Data
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    posted a message on (Solved) Level Flying units with Fog of War

    I've tried just about everything that I can find in data related to this, short of looking through triggers. I think it all comes down to changing the height of the plane of the cursor splat, because that's tied with mover height maps, which are then tied to the units. Fog of war remains at a constant height as long as I don't change the terrain height.

    Another thing that may be possible is to create a completely transparent terrain texture and raise the height level to 1 using that texture. Hiding terrain cells drops the fog of war back down to cliff level 0, but if the texture is inherently invisible I can see the space behind the texture, and at the same time fool the fog of war to behave like it's on cliff level 1. Has this been done before?

    If anyone remembers, the map "The Final Frontier" had a problem like this that I don't think was resolved in the end. That was a few years ago. Surely we've come far since then.

    Posted in: Data
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    posted a message on (Solved) Level Flying units with Fog of War

    Bump, again. Does nobody know?

    Posted in: Data
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    posted a message on (Solved) Level Flying units with Fog of War

    Bump. I would really like to find a solution to this.

    Posted in: Data
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    posted a message on (Solved) Level Flying units with Fog of War

    I'm not referring to terrain fog. I'm talking about fog of war. You know, the black veil that's revealed by a unit's sight. The attached shot displays the difference in height. As you can see, the difference is quite dramatic, even more so the camera is zoomed in. One would have to move two screens down to see the fog of war on the lowest cliff level.

    I'm thinking I can help combat this by making the camera angle steeper, but it does not solve the problem. It would only reduce the two screen difference to one, unless I completely make the camera top-down. That would just be unfortunate.

    Posted in: Data
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    posted a message on (Solved) Level Flying units with Fog of War

    Bump.

    Posted in: Data
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    posted a message on Actors: Disabling shadows & reflections (in water)

    Bump. I too would greatly appreciate a way to disable actor/model receive or cast shadows.

    Posted in: Data
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    posted a message on 3DsMax Exporting Woes

    Gotcha. I think I have everything down now. Thanks again for all your help.

    Posted in: Artist Tavern
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    posted a message on 3DsMax Exporting Woes

    @Leruster: Go

    Efficiency is always better, but where and how do I do that exactly? I have no idea what fuzzy and tight tests are.

    I'm trying with a second ship model, and it seems the previous method isn't serving me well. I'm getting all kinds of new problems with "skin vertexes" and "undefined bones", but that's probably just issues with object management.

    Posted in: Artist Tavern
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    posted a message on 3DsMax Exporting Woes

    While I wait to recieve the beta link, I'm giving Mr. GhostNova's suggestion a try.

    And it worked, with no problems so far. Thanks a lot guys.

    I'd also like to note that this board seems much more active than Data, or Terrains. Is that's a good sign for the development of SC2 maps? Haha.

    Posted in: Artist Tavern
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    posted a message on 3DsMax Exporting Woes

    I'll give both your suggestions a try. Thanks for your help.

    @Kailniris2: Go That and a whole lot more. Stargate Galaxy Diplo, coming soon.

    Posted in: Artist Tavern
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    posted a message on 3DsMax Exporting Woes

    The model I'm working with, a custom ship model from a very old game, was originally in .nif format. It was imported into my 2010 ver of Max using a niftools plugin. The model retained its texture links, and all objects are editable mesh. I've installed the 3dsmax import/export plugin, and have been following this guide starting from the part concerning Max.

    I managed to convert the objects to starcraft II materials, and even though when I do the 'scene check' and it tells me objects are not starcraft II materials, I read in another thread that this doesn't matter. Does it matter?

    Now, I believe my primary issue is with adding bones to the objects, and applying the skin modifier. When I try exporting the model once I think I have everything set up, it returns this error.

    http://img5.imageshack.us/img5/55/screenwap.jpg

    My understanding of terminology is limited. I've some experience with 3D modeling years ago, though not a whole lot. I'll also note that I spent around 4 hours downloading Blender and exporting this model through that route, only to be blockaded by what i concluded to be issues of compatibility.

    I may or may not use this or other models imported this way depending on whether or not I can get permission. I would still very much like to know how to do this correctly. Thanks in advance.

    Posted in: Artist Tavern
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    posted a message on (Solved) Level Flying units with Fog of War

    This is a repost of a question I asked in the terrain forum.

    A space platform map is double-zoomed to create the illusion of more space. With the zoom, the difference in height between units using air movement map and the fog of war on cliff level 0, is very noticeable. Changing flier movement map to ground puts them on cliff level 0, which is what I want, but the selection plane (where units are ordered to move, attack, etc) is still at cliff level 1.

    The below image illustrates what I mean. http://www.sc2mapster.com/media/attachments/37/836/Terrain_047.jpg

    Is there a way to lower the selection plane to cliff level 0, raise the fog of war to cliff level 1, or some other way to bring movement map and fog of war to or close to the same level as the selection plane?

    Posted in: Data
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    posted a message on Level Flyer with Fog of War

    Will do.

    Posted in: Terrain
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    posted a message on Weapon Impact Points and SOp Functionality

    Thanks. The attacks are now tracking. I think as long as weapons track the target, tinkering with target radius is good enough for weapons to look like they're also hitting SOp attached models.

    This thread tells me that an attachment done your way allows a non-protoss unit to have a shield impact model. I'm not seeing it on the hurricane though. I tried it on a default battlecruiser, and aside from some error messages each time a weapon hit, the shield impact model is showing up. Is there something I need to do for it to show up on the hurricane?

    Edit: It's showing up. Just had to increase the target and shield radius.

    Posted in: Data
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