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    posted a message on Starcraft 2 coop Upcoming commanders

    @TyaArcade: Go My bet is Stukov too. Before they annouced Nova I thought Mira Han could be released after him, but seeing how they used some merc ideas for Nova makes me doubt it.

    It doesn't make sense for it to happen right after hots up to the end of lotv, all they added so far points to the middle of lotv up to the end of it.

    Tosh is similar to Nova but he could use Reapers and Spectres and Terran definitely needs more unit variety (could we ever have a commander that doesn't use siege tanks? Or maybe one that doesn't use Starports). If I had to guess Fenix/Talandar comes after Stukov, they have amost everything they need for him already from LotV. Rohana is a mission annoucer too so she's out just like Stetmann. Selendis is possessed by Amon during LotV, was never used or leaded a mission in the campaign and has nothing to set her apart from Artanis. Horner commands the Hyperion so it doesn't make much sense to have him.

    Fenix is a purifier but Karax doesn't use them all, there are Purifier options left for him, Instigators, Adepts, Starcruisers, Disruptors, and Cybros providing global abilities?

    How about Dehaka and Valerian, don't you guys think Valerian could show up as the Dominion commander?

    Posted in: Miscellaneous Development
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    posted a message on Starcraft 2 coop Upcoming commanders

    They test a lot of things, but I really doubt they will add characters that are dead during LotV middle-to-end parts. I'm actually counting on it as I've been testing the idea of using some of those for arcade maps.

    Posted in: Miscellaneous Development
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    posted a message on [solved]Filters: What is "Stasis", its like stun, but not attackable.

    Hi, Graviton Beam does not put its target on stasis. Stasis is like a pocket reality that prevents any kind of interaction with our universe. Arbiters from SC1 could put units in stasis. Since unit in stasis can't act it can be confused with stun, but stun does not make the unit immune to the outside world.

    Posted in: Data
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    posted a message on Unit canot selected by selection box in game.

    Zer0skiller's method involves creating a new model data using the invisible sphere model, rescaling it to your desired size, and then applying it to your unit's actor upon actor creation. This way players can select the unit through a selection box because the sphere model has the required hit box.

    You can probably find more information in the data forums as it was a commonly used method to fix models.

    Posted in: General Chat
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    posted a message on Unit canot selected by selection box in game.

    First check model data, there's a field called selection layer. Most units have it set to zero, buildings have it set to 2 and can't be selected by that method. If it is zero and still doesn't work than the model lacks a proper hit test box and should be fixed. You can fix it by doing what Zer0skiller suggested or by actually editing the model.

    Posted in: General Chat
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    You guys are some fucking wizards, these gifs are always amazing and show us what can be achieved with enough talent and effort. Good job!

    Posted in: Artist Tavern
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    posted a message on [Showcase] SoulFilcher's models

    @nolanstar: Go Yes, I used the textures from LotV. I have been trying to use existing textures whenever possible to reduce total file size. I know mods with a lot of custom units can get huge.

    The death models I uploaded work exactly like the originals used to make them, so a few of them are ragdoll deaths. They are all just retextures so making a dragoon ragdoll death may be beyond my reach for now.

    Posted in: Artist Tavern
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    posted a message on [Showcase] SoulFilcher's models

    Here is a unit I wanted to upload for some time, but I had issues importing it. These are the small things that follow Karax in LotV campaign. They look really good and the "probe" thing we see floating around in the Spear of Adun is perfect for the portrait.

    Posted in: Artist Tavern
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    posted a message on Wtf is this grass

    Foliage does not count as doodads. You could create a new doodad that uses the same model though.

    Posted in: Terrain
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    posted a message on Creating and Importing Custom Textures

    If you can, give the ones you changed a new name, and change the model to use them. You can leave the other textures unchanged. I suspect the model uses the diffuse as specular by that result, but it may not be it.

    Posted in: Artist Tavern
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    posted a message on PDD not using its weapon while healing

    @Latias4Ever: Go Ahh, I see, it is a channeled ability. Try unchecking the "only fire while attacking" in the weapon then.If it doesn't help you may need a major rework.

    Posted in: Miscellaneous Development
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    posted a message on PDD not using its weapon while healing

    If I remember it right shooting missiles is a weapon, so the unit can't use the weapon while channeling the ability. Try checking the "transient" flag in the ability and see if it helps.

    Posted in: Miscellaneous Development
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    posted a message on Creating and Importing Custom Textures

    Overriding textures can be tricky. Check if alpha channels were kept, sometimes that channel is sued for specularity or other effects and it could be the source of your problem.

    Posted in: Artist Tavern
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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    @Latias4Ever: Go Most people don't create a new thread to be honest, but yeah, you should.

    Posted in: Miscellaneous Development
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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    @Latias4Ever: Go Do it through XML mode. Check the covert ops tank to see how it is done and copy to your siege breaker entry.

    Posted in: Miscellaneous Development
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