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    posted a message on Specification for String related Functions?

    Hey everyone! Thanks for reading.

    I'm trying to create a custom function that would edit chat string inputed by players. I don't need very complex functionality, just being able to find and replace characters in a string.

    I've spent a lot of time on google looking for the specifications for these functions, but all I've found is Stringsub(); Some of the intuitive names I've tried guessing havent worked (indexOf(), StrRpl(), ect ,ect)

    Can anyone point me toward a list of string functions in galaxy? Thanks!

    Posted in: Galaxy Scripting
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    posted a message on Custom UI for Custom Race.

    Thank you very much for your help!

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    @SoulFilcher: Go

    What is the correct path?

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    @SoulFilcher: Go

    Good advice, thanks.

    @Kueken531: Go

    Alright, if I just put import them and put them anywhere, will the game know to use my assets.txt over the one in the MPQ?

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    Or wait... that doesn't make sense. If I alter these files, and pack them into the MPQ, it's no long part of the mod, right? If anyone else wanted to use this mod, they'd have to change their own MPQ themselves, right? Does that mean this wouldn't work on battle,net?

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    @SoulFilcher: Go Thanks very much. Once I've changed both of these files, is it possible using a mac to repack them into the MPQ?

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    @Kueken531: Go

    The publishing fixes fix the problems we've had when publishing a map with custom races. The game attributes fix, specifically.

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    @SoulFilcher: Go

    Also, where do I find the assets.txt in the editor? And how do I use it as a layout file?

    I'm on a mac, if that makes a difference.

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    You can add new races, once the 1.4.0 changes hit.

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    @SoulFilcher: Go

    That makes YOU my new best friend. Can I get a copy of that assets.txt?

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    @Klishu: Go

    well, I can see the textures in in the assets folder.

    And even if are model files, how would I add one more that would be referenced by a new race?

    Posted in: UI Development
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    posted a message on Custom UI for Custom Race.

    I'm creating a custom race, and I'd like to create a custom UI with its own Border Textures and button colors, otherwise the layout would be about the same.

    I've looked in the SC2layout files to where the races refer to the images to no avail. Also, if I find these lines, can I just add more with additional references to my new race ID, or will that not work?

    Any insight would be greatly appreciated.

    Posted in: UI Development
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    posted a message on Team Colors in Doodads converted to units.

    Tried changing the background color, didn't work.

    I don't think team colors are hue shifted. I think they just show through the alpha channel.

    I'm not sure exactly how it works, and I dont have 3D studio max. Does anyone know if that's the only way to do it properly?

    Posted in: Data
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    posted a message on Team Colors in Doodads converted to units.

    I'm developing a custom race, in which one of the buildings was an antenna.

    I've created a supply depot copy unit and actor, and changed the actor model to the antenna with no difficulty.

    I've extracted the antenna texture, added in an alpha channel and reimporting it to the data editor without difficulty.

    However, rather than the team color coming through when placed by the player, the 'coloured' areas are black.

    Any Idea what I'm doing wrong, or if it's not possible to have team colors on doodads converted to units?

    I also noticed that the antenna texture was antenna_col, instead of antenna_diffuse, like it is in most other units.

    Thanks in advance!

    Posted in: Data
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    posted a message on Team Colors in Doodads converted to units.

    I'm developing a custom race, in which one of the buildings was an antenna.

    I've created a supply depot copy unit and actor, and changed the actor model to the antenna with no difficulty.

    I've extracted the antenna texture, added in an alpha channel and reimporting it to the data editor without difficulty.

    However, rather than the team color coming through when placed by the player, the 'coloured' areas are black.

    Any Idea what I'm doing wrong, or if it's not possible to have team colors on doodads converted to units?

    I also noticed that the antenna texture was antenna_col, instead of antenna_diffuse, like it is in most other units.

    Thanks in advance!

    Posted in: Artist Tavern
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