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    posted a message on Hiding UI but leaving controls

    Eh, I think I'm just gonna have to take time triggering unit's AI actions since this is for a cinematic, but wanted to do it simpler. Oh well.

    Posted in: General Chat
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    posted a message on Hiding UI but leaving controls

    Aha. How exactly do you modify layout files, that is, how do you move the command card out of the screen?

    Posted in: General Chat
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    posted a message on Hiding UI but leaving controls

    I need to hide the whole game AI, but not removing activation of hotkeys with it. When I use "Show/Hide Game UI", I can't use abilities from the command card when it's hidden. How can I cross this?

    Posted in: General Chat
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    posted a message on Skyrim Dragon

    I have some possibly good news :D. Skyrim's Creation Kit (aka it's map editor, lawl) will come out tomorrow , and I think this is going to make our goal much easier if it has it's own export tools =), so we don't have to mix what's needed from the raw files inside max. I really do hope this will just be an export > convert in Max > import to SC2 process.

    Posted in: Artist Tavern
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    posted a message on Will I get hated for this?

    And you couldn't just both use the same version O_O.

    Posted in: General Chat
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    posted a message on Separate Archon Body From Energy Field?

    Well, if you have 3DS Max you might try importing the portrait model and figure out how does it work with the background texture combo and separate one from another. Or does the texture get to the background in the editor and it is separate from the model itself?

    Also, to answer your non-related question :P: Blizz doesn't use the portrait quality for actual unit models because that would require INSANE computer specs. Take, for example, what happens when people spawn a sh!tton of stuff in Skyrim or some other game like that with good graphics. The FPS drops to like 3 and finally the game crashes, lol.

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon

    Well, as he stated, he yet has to see if he will do anything with it.

    I would also appreciate it VERY much, because this bone situation seems non-exitable... + everything that comes after it >.>

    My map containing Alduin's model will be private, anyways.

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon

    NO tutorial I looked in doesn't solve my problem, they all talk about rigging a WHOLE mesh to bones, not just a part of it. One mentioned something about linking bones, but I could not find this in my 3DS Max (he had some older version).

    I posted the problem at Skyrim Nexus, Bethesda's modding forum (I didn't, of course mention SC >.>), still nothing.

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon

    Ok :P

    But can't I just adjust the envelope so the foot bone weight affects the toe bones too? But the "abs." property and the options below in that box are disabled... can't use them for some reason, why is this?

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon

    Yea, while doing it myself it seems that clicking the "skin" modifier darkens the textures. But anyways, I know I'm starting to be a pain here with all the questions :P, but how do I assign the toes to the foot bone, now that I deleted the toe bones (yay, no more giant deformed toes sticking out into the camera :>)?

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon

    Ah, thanks for the pic, will edit that out when I come home.

    Also, a question, I see you're using the alduin_lod texture, I use the regular one, and it acts strange in the editor, the lighting changes when you spin the camera are crazy, might it be beacuse I'm not using the "lod" one?

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon
    Quote from maverck: Go

    xaf is the animation format.

    also you dont delete the bones. simply remove them from the skin modifier. something i forgot to mention with this is this part of the mesh will be unskinned. meaning it wont move with any animation. you need to grab the foot bone and skin the entire foot/toes to that bone

    You mean remove them from the BSDSkinModifier or whatever it's called??

    I've been told to delete or flatten that in order for the model to work in the editor....

    Guess imma open a brand new file with Alduin, lol.

    Or, what would be simpler, I would appreciate if you just gave me your dragon .max file so I can study it and transfer the appropriate settings to Alduin =).

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon

    So I imported the model without the toe bones that go wild on the map, just to check, and the previewer doesn't show the model without them.

    I can't believe this >.>.

    Also, "whatever 3ds max saves animations as", what format did you save them in?

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon

    Will attempt on doing the first half, doesn't seem THAT tricky, tho the keyframing process..... >.>.

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon
    Quote from maverck: Go

    open the skin modifier and delete bones that aren't used. i deleted most of the toe bones and most of the lip/eyebrow bones. since none of those are really seen from the RTS view. it then worked for me. i was able to port all the dragon models, including alduin.

    animations however are not easy and are very very time consuming. i ported maybe 5% of the animations.

    Ah holy shit. Well I have them all converted and openable by 3ds max, tho I don't seem to be able to export several animations on one model... I can't even make a SINGLE animation work in the editor.

    Could you tell me how to solve these?

    Posted in: Artist Tavern
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