Animations for massive units should be slower. The amount of distance covered in one swing from the ultralisks blades is enormous. Looks really nice otherwise.
The test map doesn't work "No mapping for slot body.diffuse" I know how to change the diffuse map/emissive map, but i can't seem to change the glow around tassadar.
I tried removing the prefix from the Texture declaration, as "Emissive = EnergyPlane3.dds" doesn't use the prefix, but "Tassadar_Emissive.dds" does. I figured having the prefix there was causing it to target the wrong emissive map. Same error appeared. "no mapping for slot body.diffuse".
So i opened the zealot.m3 in 3ds and noticed the dreadlocks weren't there.
So is the hair hidden somewhere? or is it another model all together?
also, would this explain why you are able to retexture the hair of the zealot using the 'texture select by id' method?
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Animations for massive units should be slower. The amount of distance covered in one swing from the ultralisks blades is enormous. Looks really nice otherwise.
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The test map doesn't work "No mapping for slot body.diffuse" I know how to change the diffuse map/emissive map, but i can't seem to change the glow around tassadar.
I tried removing the prefix from the Texture declaration, as "Emissive = EnergyPlane3.dds" doesn't use the prefix, but "Tassadar_Emissive.dds" does. I figured having the prefix there was causing it to target the wrong emissive map. Same error appeared. "no mapping for slot body.diffuse".
Any help?
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I really like the cast animations. Would you mind posting pics of the high-poly version?
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@Triceron: Go
i see, thank you
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So i opened the zealot.m3 in 3ds and noticed the dreadlocks weren't there. So is the hair hidden somewhere? or is it another model all together? also, would this explain why you are able to retexture the hair of the zealot using the 'texture select by id' method?