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    posted a message on Need help: Texture variations in units.

    If you followed the texture swap tutorials you're probably missing the part related to variations. Model variations are declared in model data, some units actually use different models (Dark Templar) while others use textures applied to the same model (Lyote, Goliath). If you want all Lyote to be grey, edit the model data or make a new entry that has no variations, if the standard lyote model is brown, use texture swap to change it to grey normally.

    Posted in: Data
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    posted a message on How to import models from other mods?

    You also need to import the textures to the correct path. If you have already done that, save and restart the editor to fix the preview issue.

    Posted in: Data
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    posted a message on Help with Textures

    There is, if you open the model in the custscene editor you can right-click the model's name near the bottom and select "show model data", it will open a new window, there you can find the materials list, check those materials to see the textures they use.

    Posted in: Data
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    posted a message on Nerazim Protoss upgrade?

    Yes, it is. You need to modify the actors for that. Check the Event List for each of them, and where it says ModelSwap ???Taldarim, change it to your nerazim models.

    Posted in: General Chat
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    posted a message on How to gain attention on bnet?

    It it is an extension mod there isn't much we can do. Top played mods are mostly infinite resources, zombies, insta-build, and combinations of the last 3.

    Posted in: Map Review
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    posted a message on SC Expanded: melee mod

    @jdc0331: Go Only the player's geysers? That's really weird, I have no idea what could cause that.

    @TheAntking: Go I'll try to check all the bugs.

    Furinax upgrades -> I actually have to rethink those. They were added when protoss had so little for each tribe and the game still had the independent unit and upgrade options. I'm not sure I want to keep phase cannons or the special upgrades.

    Singularity Charge is not mentioned because it is tied with Dragoons, I felt there was no need to list every upgrade change when a unit is replaced. What do you think? If that description is needed, then all upgrades should be listed, and that will be a little tedious to do for all units, specially spellcasters.

    I want to move Entomb. Players requested the Avenger so I may remove the Preserver, and I feel Entomb would be good for the Nullifier (Nerazim Sentry) or Soul Hunter (My idea for the Nerazim Adept).

    Scout's Afterburner ability can be used in test mode for now. I have to decide if that's something the unit needs.

    Megalith -> it is an unfinished unit right now, to be honest it should be limited to the test version. My idea for it is an anti-armored role, but I need to make it different from Immortals, or maybe a more generalist unit, with anti-air weapons, since Purifiers can't get Archons.

    Scout -> I haven't touched this unit stats, I didn't even check what changed in LotV to be honest. I need to think about it since it occupies a new unit slot with new cost now.

    @Kanitala: Go Interesting, I'll keep this idea in mind, sounds like something useful for that Pylon Containment structure so it wont be limited to warp ins.

    @nolanstar: Go What do you mean by "standard scout"? I don't like giving things to several factions, it kind of defeats the purpose, but Purifiers still need to fill 2 of their stargate slots, so I will think about it. I know we have the assets for templar, nerazim and tal'darim batteries, but each gets an exclusive defensive structure right now which is better in my opinion.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @collinmarcum57: Go Please pm me if you need help. To change the model you need to add actor events that are activated when the upgrade is added, or when construction finishes, in this case you use a term to check if the player has the upgrade.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    I published a small update today. I removed that texture effect for purifier structures, added blood hunters, fixed disruptors appearing for tal'darim, and other small details.

    Posted in: Map Feedback
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    posted a message on The bar from WoL

    It's there. The model name isn't bar, I guess in model data it is called infestable... something.

    Posted in: Data
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    posted a message on SC Expanded: melee mod

    @collinmarcum57: Go I only add factions or characters that are alive within SC2's storyline. The Overmind is dead and Amon's brood is the only one seen using old strains in combat.

    The entire mod relies on upgrades and requirements. Each faction is an upgrade, and picking one can only be done if you haven't done that yet. Some faction upgrades actually change something by themselves, while other are required by their units and nothing else.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @nolanstar: Go I will probably make my own. I'm a perfectionist and control freak when it comes to textures I use in this mod.

    @collinmarcum57: Go Same as above. I have no plans to enable Adepts for the Tal'darim, and for the Mothership Core I want to edit the model and its textures.

    @collinmarcum57: Go Everybody is asking for the 2 most boring variations in the entire game, I will add them! Amon zerg look different enough with all the SC1/BW units, I won't add custom models for them, but there is one exception: I want to replace the Infestation Pit with a Queen Nest.

    Posted in: Map Feedback
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    posted a message on Texture path problem on custom model via battle.net.

    You need to know the file path that was used in the model. It is usually Assets/Textures/ and that should be your first option. If you import it to your map and move it to that folder and it still doesn't work then you need to discover the correct file path. Open this custom model in the cutscene editor and check the model's data, inside the materials you can find the file paths used.

    Posted in: General Chat
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    posted a message on Guys what's gouing wring here

    You need to link a damage effect in the UI part of the weapon, or it won't show tooltip.

    Posted in: UI Development
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    posted a message on SC Expanded: melee mod

    @RezE11even: Go I haven't tested heroes yet, I am sure that most of them need to be nerfed. Which ones need more attention right now? And what makes them too strong? (abilities, life, attack, cost?).

    I will fix the raven/science vessel upgrades. I'd like to remove this unit option and make the Science vessel exclusive to one or more factions, but the upgrades can't stay bugged until I decide. What do you mean by more definition?

    @zenerbufen: Go By everything discussed in this thread so far it seems that removing the cliff jump is the best approach for Raptors. I think it could be an upgrade, maybe a replacement for Adrenal Glands? Hunterlings will keep the cliff jump, as they are a kind of zerg reaper. I can tweak their stats and cost if needed.

    @FreezingAcidRain: Go ohh I see. I have no real plans for that unit (and the available model is kind of ugly in my opinion), I meant to use the name for a nerazim adept variant, a gateway unit as the soul hunter was meant to be. Purifiers already have their robo units decided, I just need to refine the Megalith to be something interesting. Nerazim could have a replacement for Disruptors though.

    @collinmarcum57: Go Hey, you suggested models, so I'd like to know if there is anything specific that you think needs custom models. Changes to nerazim and purifier structures are planned, but I won't work on them right now.

    Bug reports are always important, if you find anything that may be a bug let me know.

    Posted in: Map Feedback
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    posted a message on Can some one rotate this portrait

    Try using site operations to rotate it. You will need a separate actor for this portrait.

    Posted in: Artist Tavern
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