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    posted a message on How much is time worth?

    What about how much time it takes to gather the resources in the first place? If you cut training time but up the resources, it will still take more time because of increased gathering.

    Posted in: Miscellaneous Development
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    posted a message on Some questions for a map

    diffuse is the main texture. if it comes out transparent, don't worry about it, tint it how you like and see how it comes out when it goes back in.

    Posted in: Data
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    posted a message on Proper unit duplication

    @silvermage: Go

    Yes that was excellent, thank you.

    Posted in: Data
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    posted a message on Making New Unit Types, plus Custom Abilities

    @KnifeSmile: Go

    I've done that too, 3 copies of attack on a BC copy. Just went through asking about it though. Check the thread "Proper Unit Duplication" on this same page of the Data editor. It was the last topic I started.

    Posted in: Data
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    posted a message on Proper unit duplication

    @Fen1kz: Go

    I think I got you on the whole, but how you write is very confusing.

    @silvermage: Go

    To double check some things then:

    Units are not the top of this tree, actors are? Units and everything else eventually link to the actor?

    Also, you can or can't reuse parts of things, such as having multiple units link to the same actor, or a weapon linked to multiple units? It would seem that I can link a mover to a hundred different units or a model to any number of actors, but can I link the same effect to any number of different units?

    What are validators? What are turrets? Should I copy those too?

    So many different thing in there, feels like if i eff any of them up them unit will break. Wish Blizzard had given us tool tips in there.

    Anyway, you guys are a huge help, thank you.

    Posted in: Data
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    posted a message on Proper unit duplication

    Well my eventual aim is to redo a number of units, but with entirely new versions of their weapons and abilities. As such I need the unit to be what it use to be, but with no weapons or abilities, or upgrades. Right now I am working on converting a BC to beam weapons, next will be a colossus with two independent simultaneous laser beams that track their target while they fire. In both cases the units should be the same other than weapons and such.

    Side note: just watched/read those tutorials which helped clear up some of what makes a basic unit, though it seems all of them say to copy fields from your starting unit. I suppose that is so all those flags and such are already set, huh?

    Posted in: Data
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    posted a message on Proper unit duplication

    @silvermage: Go

    That would be excellent. Right now I see how to do something, but when I try to do it but a bit different in some way, I don't know what I'm doing. I got a barrel of fish and don't know how to fish for myself here.

    Just a quickie then, if I wanted to make a copy of a unit with no weapons, abilities, upgrades, etc. just a moving copy of the unit, would I just copy and paste the unit and then set some of the standard abilities like move, stop, queue, and give it an actor? or should even a stripped down copy be duplicated?

    Posted in: Data
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    posted a message on Proper unit duplication

    So I'm a bit confused on this issue. I've seen various tutorials, usually based on fairly simple units like the marine, where a unit is duplicated and the new custom unit is edited from there. What is the difference between using the "Duplicate" option in the menu and doing a copy paste? I'm no database programmer and don't really understand what is going on behind the scenes. As such, I'm not really sure what I should do to correctly create a new unit based off another, or a very different new unit using the same models and animations. I'm still very new to the data editor.

    Posted in: Data
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    posted a message on Multiple road types in a map?

    @Bronxsy: Go

    You are in the Data editor when you are doing that and adding extra values to the hard tiles field (A modification). No it isn't difficult, yes it is modifying a value in the data editor.

    Posted in: Terrain
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    posted a message on How do I create beam weapons?

    So, as an exercise in the Data module, I want to convert the standard Battlecruiser weapons to beam weapons.

    Specifically I want the ATS and ATA weapons to be a laser beam that fires for a moment at a time. There should be two to four of them shooting one after another from different points on the Battlecruiser. The Yamoto Cannon should become the Yamoto Beam Cannon, a weapon with a casting cost and a channeling cost. The beam would channel on a target until another action was taken, the target dies, or energy runs out. I was thinking of using the Tripod Drill's huge beam effect for the Yamoto Bean Cannon. Not sure which to use for the ATA/ATS.

    I'm pretty new to this portion of the Data module, mostly editing terrain sets, lighting, and actual terrain so far. Anyone want to offer some pointers or give me an overview of how to go about this?

    Posted in: Data
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    posted a message on Free, easy-to-workwith modeler/animator

    Check wikipedia guys, there are many out there. Blender is indeed free. Milkshape is trialware so you may have problems with that. There is also Wings 3D, a free subdivision modeler. I've used it and it is about as buggy and glitchy as 3D modelers I have payed real money for. That's not much of a complement considering how often I crashed Carrara and even older, Raydream.

    Anyway, I messed with Wings a lot but had some issues on occasion, but I also never could learn Blender. Both are free and still actively developed AFAIK.

    Posted in: Artist Tavern
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    posted a message on Importing simple models

    @tFighterPilot: Go

    Wow, well more reading here and on model making in general and it looks like there is no such thing as a simple model after all. I might avoid rigging to some extent with a static doodad but I'm still going to have to contend with specular and normal maps. Thank you for the offer to convert the model for me. I am going to try to do all the work in the modeler I have. It saves in 3DsMax among other things, so I should be able to send it to you or someone else to open in that and convert without a hitch. It just might take me awhile to get to that point. I'll start a new thread specific to my little project when I have something to show for it, and get advice as I need it. Thank you.

    Posted in: Artist Tavern
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    posted a message on Importing simple models

    I've been reading around about a certain .m3 import plugin for Max for doing SC2 model work. What I'd like to do though is a bit simpler than mucking about with the marine and zealot. I'd like to create from scratch and import a simple, non-animated, model for use as a doodad. I could make it as an .obj file just fine with free programs I already have. I have no idea though if this can be brought into the game.

    I thought I'd ask here before I figured out how to get a hold of Max and learn it just to make one stupid doodad. Is there a simpler solution for a simpler situation?

    As a side note, are there and libraries of free, already in .m3, models for use out there? (yes I've looked at this sites Assets section pretty thoroughly)

    Posted in: Artist Tavern
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