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    posted a message on M3 Exporter

    Hey, trying this out with a new version of max 2013. My importer is working fine, but it seems to really mess up the animation/rigging or what not and completely mess with the model unless animations aren't imported.

    Example shot.

    http://imgur.com/5MSoh

    Will get a basic pose if you unclick animate objects, but then animations are completely bugged or unusable.

    Posted in: Third Party Tools
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    posted a message on Differant UI via Override for each Player

    Well the component I was really interested in was the minimap, is there an option there other than making a custom one?

    Generating another one via override is Blizzard locked.

    Is it possible to put stuff like the minimpa/game clock inside dialogues and show them in different locations for different players?

    Posted in: Data
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    posted a message on Differant UI via Override for each Player

    Really need an answer on this.

    Posted in: Data
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    posted a message on Differant UI via Override for each Player

    Hi,

    I was curious if there was a way to create different UIs via the override method for each player? It appears that you alter a data file at the end, and this is applied to all players, but I was curious if there was a way to diverge this?

    Posted in: Data
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Is there a way to show different UIs for each player in the game? (at least two) Or different ones for the players and for the observers?

    Posted in: Tutorials
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    posted a message on Using a Unit as a Reasearch Building

    I will check for flags. Something like the latter might work, but how can I alter the command card after the ability is used to update and show the next upgrade for a Weapons Level 1, 2, 3 type series?

    Posted in: Data
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    posted a message on Using a Unit as a Reasearch Building

    Hi,

    So I`m having an issue where in a game type I`m working on the research abilities are hosted on a unit instead of a building. The problem is it appears that any research ability causes a state where the building or unit which started the upgrade can not move while the research ability is working. So say you have a marine who can also upgrade Weapons 1 for himself. By default it appears he has to remain still while researching.

    Now if this is hard coded is there a way to do this with other ability types/behaviours etc? If so can you organize them via sub menu on the command to allow for many upgrades?

    Beyond those options I could use triggers. Now if you use triggers, you would use dummy upgrades which trigger events which give the real upgrade. After that how can you remove/alter command card contents to simulate a normal upgrade system? Is there a trigger, or would it have to be some sort of requirement thing?

    Seperately is it possible to have something use multiple concurrent research ability commands (eg Research Weapons 1 and Armor 1) just via Data?

    Posted in: Data
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    posted a message on Map of the Week Inquiry

    To me it is as much about developing the community by taking back a fraction of the popularity system, as it is showcasing what has already been accomplished.

    Posted in: General Chat
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    posted a message on Map of the Week Inquiry

    Oh certainly I don't really stand beside the abject fury against Blizzard and I'm sure the eventual news of a fix is contenting. But I think people will be tapping their feet waiting for a solution quite a bit longer than they imagine, especially knowing the source. And the value of that time to the community as a whole can't be understated. You really only have to look at the atrophy in that Map of the Week thread alone to see how steam is being lost in the greater scheme of things.

    In the interest of full disclosure, part of the rationale behind my editorial was some very disappointing news I heard in the modding circle of the community. Although I can't relay anything specific I feel like the failure of the custom map community to receive support from the comparatively highly active general Starcraft community (streams, tournament viewers etc.) is really driving a lack of communication between official sources and the people who showcase their talents here.

    As large projects such as mods or ambitious maps are forced to wait in silence they become exponentially more likely to be overturned and lost from things like economic or internal pressure.

    The Map of the Week project is one of the few instances I do really know of which have cross-over potential to the mainstream community.

    Right now, at least over the last couple week I had seen some very active petitioning from the creator of Peep-mode on things like SCreddit/youtube/etc. Tied to the replies to this I can't help but notice a seed of want in the community's minds for a higher quality of goods from their custom game experiences.

    It really seems like especially now, when the tournament scene is at a stand-still in its offseason that there could be a nice timing to expose things to the general Starcraft community.

    This would be a really nice showcase of what actually is out there dwelling in obscurity from the talents of the mod community.

    @Mozared Is there a proper channel to reach out to the mods?

    Posted in: General Chat
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    posted a message on Map of the Week Inquiry

    Hey there,

    I recently posted in the Map of the Week sticky thread, since no one appears to really check those. I will post again here.

    As a big fan of the idea, I was curious about a revival. To me the whole concept could be lined up and put on the go in around a week or so. Does it need adoption? I'd be willing to take over and push things through, simply just get behind it, or help whoever was running it. Just browsing through that thread, most of the heavy lifting had already been done, it seems like a shame to let things fall by the wayside simply due to the disappearance of a few involved parties.

    I'm currently writing an editorial on the state of the custom map community among other things. As someone who has dealt with a few community projects now I think attaching at least a plug for this program would be a really great thing to tag onto my piece.

    Please, let me know.

    Posted in: General Chat
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    posted a message on Text Tag Zoom

    Are there any other options out there for drawing images to the screen that can be easily altered in-engine?

    Maybe something like a flat zero collision unit with a texture attached to it?

    Posted in: Triggers
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    posted a message on Text Tag Zoom

    So text tag's have some built in functionality that where you zoom in on them they actually get smaller.

    For their intended purpose this is likely fine, but using them in new ways like displaying images attached to a unit this can be an incredible nuisance. Is there a way to disable this?

    Alternately can you treat text tags like other images and scale/tint/alter transparency easily by any means?

    Posted in: Triggers
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    posted a message on Map of the Week [Waiting new system before complaining]

    I can't help but notice this thread, it is a really good idea.

    Is it a project looking for someone to adopt it?

    I wouldn't want to step on anyone's toes but I definitely see how this could get through to the community at large. Really a fantastic idea, but it was not pushed hard enough, could have proceeded from concept to execution quite a bit faster than what happened.

    Posted in: General Chat
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    posted a message on Building or Hotkey Commands via Triggers

    Okay I will try this using a Catalog Set function on the command card stuff. Otherwise a completely triggered approach probably won't be appropriate and I will use a workaround.

    Thanks

    Posted in: Triggers
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    posted a message on Button Appearance

    I don't think there is a requirement that relates to that.

    The game applies tint colours by using a 'Tint by Race' in the data editor, that is all I can see off the bat.

    Here's a quick image showing the difference.

    http://imgur.com/B1HjW

    Leftside is the default UI buttons, clicked at the top. (for a diff icon)

    Rightside is home making a button, with the button image tinted. There are components missing. It needs a different border, some sort of white highlight, and a green tinting on mouseover.

    Posted in: Miscellaneous Development
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