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    posted a message on [Revived!] Map Night
    Quote from RodrigoAlves: Go

    Hey. I woke up and saw you guyz playing NHW. You guyz left like 20 seconds for deathmatch :P

    And that deathmatch definitely was taking too long. So I updated the map:

    Nexus Hindrance Wars was updated.
    - Deathmatch now starts after 45 game minutes instead of 60 real minutes.

    yes, everyone was maxed out, had 2k of both and I tried to assasinate anything with crawlers until psi storms killed my crawlers...

    Posted in: General Chat
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    posted a message on [Texture] How-To: Optimizing WoW Textures for SC2 [Intermediate]

    Short explanation for GIMP:
    - Resize .tga and export them as .dds file
    - Rename the dds file to .tga file ending
    - Import in map and ignore all errors because of the wrong file format (only the editor complains, if you click on a picture. SC2 can read it just fine).

    Benefit example:
    If you resize a 512x512 tga to a 64x64 max compressed dds, you can bring the textures from around 500 to 3 kb. So resize the texture as far as you like it.

    Tip for exporting models:
    - only export model animations that you are using.

    Posted in: Tutorials
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    posted a message on How to change a stand animation to only one variation?

    1. Go to the unit's actor.

    2. Edit the Baselines:
    - Add a 1 to the second field of "Stand".
    It has to be "Stand" and "Stand 4" in the line in the list.

    That field controls the Walk and the Stand animations.
    You can view a model's animation in the Previewer with + and - to cycle through all of them.
    The Murloc has 4 Stand animations and the one you always want to play is the Stand 04 one.

    Posted in: Data
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    posted a message on Is the "Any Player" option MPI?

    What's MPI?

    Posted in: Triggers
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    posted a message on WoW Model Viewer: Weapons & Guts.

    To use multiple textures in a map, I've renamed them except one.

    This was made for human models from WoW exported with WoWModelViewer.

    First add the following to all of your models:
    http://img849.imageshack.us/img849/1221/modeltexturedeclaration.png

    Then create a new texture and do the following:
    http://img807.imageshack.us/img807/5070/texture.png

    Add this to your actor to swap the texture at creation:
    http://img813.imageshack.us/img813/994/textureselectbyid.png

    I'm not completely sure why I've to put in what I need to put into the fields, but it worked.

    Posted in: General Chat
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    posted a message on Spinning Base demo
    Quote from BallsButNoSack: Go

    Not hard really, its all trigger based and move unit instantly

    Oh, I was hoping for data... ;D
    Never the less, it is still cool...

    Posted in: General Chat
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    posted a message on Is it possible to get the behavior that triggered an effect?

    I guess the source of the effect is the unit that gave the victim the behavior. You can get that info.

    I don't think that you can get the behavior itself.

    Btw, you could spawn hidden units to store spell data dynamically. You can reference the unit as the source and if the behavior ends, it could kill the source unit.
    I'm using that to deal damage with spells in my custom combat system.

    Posted in: Data
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    posted a message on Starcraft 2 Game Changes

    Scrap the whole editor interface idea and directly open all xml files in notepad instead.

    Posted in: General Chat
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    posted a message on [solved] Multiple Simultaneous Text Tags

    1. Do NOT call another trigger in a trigger, if you want to have an action function instead. The new trigger creates a new thread and that's why everything is blocked and overwrites because it takes more time than executing a function.
    2. Create an action function (action definition), use a text tag as a parameter and do your fancy actions.
    3. Call the function with "last created text tag" instead of starting another trigger.
    4. fancy stuff will be done with a reference to the parameter, so the text tag won't be "forgotten".

    Anyway, I still don't get how your text tag just disappears...

    I've no problem with my method. I'm using many text tags (for miss, critical, immunity) and it seems that there is no need to remove them all together. So the waits might only be unnecessary thread usage (there is a maximum of threads at the same time).

    Posted in: Triggers
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    posted a message on [solved] Multiple Simultaneous Text Tags

    @Shianky: Go

    My text tags aren't disappearing, if I create another text tag with triggers...

    TextTagCreate("TEXT",17,point,1.5,true,true,(PlayerGroupSingle((EventPlayer()))))
    TextTagAttachToUnit((TextTagLastCreated()),unit,0.5)
    TextTagSetTime((TextTagLastCreated()),c_textTagTimeDuration,5.0)
    

    I've no clue what you are doing to make that NOT work.

    Posted in: Triggers
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    posted a message on WoW Model Viewer: Dreadlord bug.

    Yes, that model crashes the game even if you edit the raw values to link to the file. I was able to import it into a map (first textures, then model, save, place marines, edit marine's model's file with raw data mode and save), but if Starcraft can't load it.

    ACCESS_VIOLATION (0xC0000005)
    occurred at 001B:00C4EE96.  The memory at '0x0FBD7ED3' could not be read.
    
    Posted in: General Chat
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    posted a message on [solved] Multiple Simultaneous Text Tags

    @Shianky: Go just use them with timed life and make them move up over time (there is a setting for this, too)...

    Posted in: Triggers
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    posted a message on WoW Model Viewer: Animations? [New Questions]

    @Jochondrius: Go

    You can change the editor's design with these orange big buttons. I like tables so I'm using the table view.

    Also you are using the raw data mode. Press ctrl and D to toggle between these. Then you can doubleclick elements on the right side which will open a pop-up-window. You can't open most popups in the raw data mode.
    The element you are looking for is called "Model - Events +".

    So you don't have a minimap in terrain editor, neither?
    edit:
    Ok, it's View->Show UI Panel (hotkey "I")

    Posted in: General Chat
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    posted a message on WoW Model Viewer: Animations? [New Questions]

    @Jochondrius: Go

    Taking Screenshots:
    Press Print key on keyboard, open mspaint and paste the picture in.

    You need to upload the images to an image hosting site.

    If you are taking screenshots inside the game, they are in a folder like "Documents/Starcraft II/Screenshots/". The folder is in your operating system's profile folder.

    edit:
    What I am supposed to see on the picture? You modified the Zealot model and didn't touch the actor. In general your unit should behave like a zealot now (calling the same animations).

    For the unit problem, I would like you to make a screenshot of the terrain editor with marines selected on the left side bar and marines placed on map and marine preview below your mouse (as if you are about to click and place a marine).

    Controlling actor animations:

    Posted in: General Chat
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    posted a message on WoW Model Viewer: Animations? [New Questions]
    Quote from Jochondrius: Go

    @Ahli634: Go

    Sadly, though, it doesn't seem to help me. I spent all yesterday looking for the animations screen in your first pic, but it just wasn't there. I literally swept every nook and cranny of the Data screen, but in no way could I find an animations list screen, not even of existing units. Maybe we have different versions of the StarCraft 2 Editor?

    Go to actors in the data editor, select an actor that references a unit, right click it and chose preview. The preview window should pop up and display the model... Else chose window -> previewer and load up a model in that screen somewhere...
    There are some small buttons above the list. You might have to change them to show stuff I think... (I didn't touch them for a long time).

    Quote from Jochondrius: Go

    I also encountered a new problem. For some unknown reason I cannot apply textures to the models anymore. I've tried uploading only the tga files, move to (Root) and save, then go out of the editor 100%, then log back in and upload the m3 file, move to (Root) then save. But it doesn't do the trick anymore. I would also like to state that I have imported the tga and the m3 files at the same time before, and successfully gotten the model with textures with no need for logging out. I just imported all filed, moved them to (Root) and as I saved the tga textures were applied to the m3 model.

    As long as the textures are applied ingame, everything is fine. If they aren't applied, check the model in the previewer.

    Quote from Jochondrius: Go

    Another problem that really bothers me is that I can't place any units besides the Zealot unit anymore. I have double clicked the Speedling icon, tried right clicking it, and I have clicked U, but nothing happens. I even uninstalled the entire game, and to make sure my disc wasn't bugged or anything, I downloaded the game and the game installer from my battle.net account when I re-installed the game, which took like 3-4 hours for some reason, and even after that I can't open the Units screen and the only unit I can place is the Zealot unit.

    That's pretty strange. Have you tried resetting the options and the hotkeys? I'm not sure if that file will be updated/removed after reinstalling.
    Is the problem existent in every map?

    Quote from Jochondrius: Go

    I'm going to go through everything I've done and gather some points that might help you figure out what's wrong.
    When I click Apply in the WoW Model Viewer after selecting my animations absolutely nothing happens, the window does not close and it seems like the Apply button doesn't do anything. I don't know if this is how it's supposed to be.

    It saves your settings, so if you close the window, the changes will last.

    Posted in: General Chat
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