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    posted a message on overlay entire map with creep

    on 256x256 map?

    can you test this map?

    Type "lay creep 1", "lay creep 2", "generate 0" (or any other number) and tell me how it works for you.
    You can also tweak in triggers. I point some things with comments.

    edit: anyone?

    Posted in: Triggers
  • 0

    posted a message on overlay entire map with creep
            Environment - Add Permanent creep at (Center of (Entire map)), with radius 500.0
    

    first: it took about a minute of computing...
    second: range seems to be limited. Got a big circle on 256x256 map.
    third: got really strange error (many many times)

    WARNING: Unable to create unit actor. Creating fallback sphere unit.
    WARNING: Unable to create actor unit fallback GenericUnitFallback. This is a serious failure. Is the game data corrupt?

    Posted in: Triggers
  • 0

    posted a message on overlay entire map with creep

    Hi folks.
    Is there any fast way to overlay entire map witch zerg's creep via triggers? When i tried "Add Permanent creep at point" with huge range from 4 points on map,it took up to 20 seconds.

    There is the way i do it:

            Environment - Add Permanent creep at (Point(32.0, 32.0)), with radius 64.0
            Environment - Add Permanent creep at (Point(32.0, 96.0)), with radius 64.0
            Environment - Add Permanent creep at (Point(96.0, 32.0)), with radius 64.0
            Environment - Add Permanent creep at (Point(96.0, 96.0)), with radius 64.0
    
    Posted in: Triggers
  • 0

    posted a message on Error while exporting model with terrain material

    got this! :)

    diff:

    struct M3E_Ter
    (
       ...
       fn init =
        (
               local ter = M3E_Ter()
    ---	   ter.map = M3E_Layr.init
    +++	   ter.map = M3E_Layr.init()
    	   
    	   return ter
       )
    )
    
    Posted in: Artist Tavern
  • 0

    posted a message on Error while exporting model with terrain material

    But i need exact match with terrain. There is no way to get current (at point) UV position of terrain.

    Edit: after some investigating, i know where exception is raising. It is a line in "M3E_MODL.Write":
    M3E_WriteRef bitStream modl.TER #TER_
    Anyway, bug is in other place. Still digging...

    Edit: creating small stack trace :P (higher is deeper)
    M3E_LAYR.Write: M3E_WriteRef bitStream layr.name #CHAR (this "layr" has no properties!)
    M3E_Ter.Write: M3E_WriteRef bitStream ter.map #LAYR flags:22
    M3E_MODL.Write: M3E_WriteRef bitStream modl.TER #TER_

    Posted in: Artist Tavern
  • 0

    posted a message on Error while exporting model with terrain material
    Hi. Using the M3 tools i imported model to 3d studio (2010) just fine. After doing some stuff (or even not), i tried to export it back. It works, if i don't have "Material type: Terrain (Null)" in materials. If i do, it crash with error: Export failed! -- Unknown property: "name" in init() Is there something i can do, if i really need terrain on my model?
    Posted in: Artist Tavern
  • 0

    posted a message on Randomly generated cliffs?

    Of course, yeah. I was WoW player before. Anyway, i have SC2 very long and i fiddle with editor since premiere, but i don't have much time for it (virtually i came back several days ago). I can make model (a lot of) for it, but i wonder if there is any other better way.

    Posted in: Terrain
  • 0

    posted a message on Randomly generated cliffs?

    Hi. I was trying to do exactly the same effect (floating random generated islands), but i found another problem. When i spawn a cliff model via triggers, it doesn't have terrain texture on top. Is there any way to add this (other than model editing)?

    Posted in: Terrain
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