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    posted a message on Race UI

    Sorry not 100% sure but i would guess the elements are split up
    if you look through the Files i would search under ui or battle net
    but to be perfectly honest i don't think you can change those menu's
    but you can probably collect all the images to make the in-game ones similar

    Are you referring to the border around the menus?

    Posted in: UI Development
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    posted a message on Request: Hero Level-Up effect

    Thats a great effect Delphinium but are you ever planning on making them available for download?

    This is an old thread lol

    Posted in: Tutorials
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    posted a message on Remove racial tint from alerts

    How exactly are your alerts displayed?
    Are you using UI - Create Tip?
    or is it all data based in the Alerts Section?

    Edit:
    I did a little bit of testing and i cant seem to figure out what the issue is
    When i created a Alert in Data could not get the icon to appear
    And when i create an alert/tip in triggers i do not get tinted icons
    And this was after creating a new empty map
    Perhaps some more info is still required

    Posted in: Data
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    posted a message on Simple Trigger Help

    Any Unit enter Region
    Set a Boolean Value to True/False based on the Owner of (Triggering Unit)
    Check whether all Players Variable is set to True
    If so do whatever Action

    To determine if all active players have the unit it might be easiest to make

    tempCounter = 0
    COUNTER = YourNumberOfPlayers
    Boolean[COUNTER]

    Any Unit enter Region
    Set Boolean[triggeringplayer] = True

    Loop through Boolean
    for(int i=0; i < COUNTER; i+1)
    If Boolean[i] == true
    Set tempCounter + 1
    Else do Nothing

    Outside loop
    if(tempCounter == Number of Active Players)
    {
    Then all players have a unit in the region
    }

    Then Create the same thing but
    Any Unit Leaves Region
    Set Boolean value to false

    Posted in: Triggers
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    posted a message on Water Validator

    If you dont need Creep i would use that as your water there is a way to make it transparent so it cant be seen.
    Then you would use validators for the creep to see if any units on it
    or else you will need to make Regions on your map and do it with triggers

    Posted in: Triggers
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    posted a message on Pick up sieged Siege Tanks with a Dropship?

    Ya cargo size does not fix it
    It states that the Seige tank in siege mode is immobile.
    I think because of either the Footprint it uses
    the fact that it doesnt have any movement speed
    or perhaps that it cant turn or doesnt have a move command?

    Posted in: Triggers
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    posted a message on Modelling event

    Any chance a tutorial that explains how to make bridges or walk able objects like Temple Bricks
    or other things used as stairs that units seem to walk on top of

    EDIT:
    I think some Plant/Foliage models would be cool not quite sure the best way to make them

    Posted in: Artist Tavern
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    posted a message on Race UI

    In the Editor i typically just click the texture tab in the data editor then select any texture and double click File
    Then browse for a new File and in the Search Enter those Texture names above
    then right click and hit export File

    Posted in: UI Development
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    posted a message on Race UI

    For the most part you can just excport the textures i listed above and then change the end _zerg to _protoss or _terran and most of the UI elements will fit however in my map i had swapped
    the protoss for zerg ui and the textures did not fit exactly so i had to go and edit them and test
    over and over until i got it right here is what my Protoss UI looked like after i had swapped
    around the textures took me about 3 or so hours to get all the textures to fit
    My UI

    Posted in: UI Development
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    posted a message on Race UI

    The UI Consoles are 3d Models if you want it isnt too difficult to edit the textures associated with the UI
    thats what i did with the zerg one but it is a bit time consuming and tedious
    especially if you want to change the Main menu and other UI elements
    for the zerg i had to export these textures:
    bloodybuildingguts.dds
    ui_button_nav_frame_left_zerg.dds
    ui_button_nav_frame_right_zerg.dds
    ui_frame_big_bottom_zerg.dds
    ui_frame_big_corner_bottomleft_zerg.dds
    ui_frame_big_corner_bottomright_zerg.dds
    ui_frame_big_corner_topleft_zerg.dds
    ui_frame_big_corner_topright_zerg.dds
    ui_frame_big_left_zerg.dds
    ui_frame_big_right_zerg.dds
    ui_frame_big_top_zerg.dds
    ui_frame_short_corner_bottomleft_zerg.dds
    ui_frame_short_corner_bottomright_zerg.dds
    ui_frame_short_corner_topleft_zerg.dds
    ui_frame_short_corner_topright_zerg.dds
    ui_frame_smallshort_corner_topleft_zerg.dds
    ui_ingame_menubutton_connector.dds
    zergconsole-flesh.dds
    zergconsole-metal_diffuse.dds

    If you want to overwrite the Terran and Protoss UI with the zerg UI you must Rename the above files with the appropriate terran and protoss names as well as you will need to export the .m3 file for the zerg console and rename it as well

    Posted in: UI Development
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    posted a message on General Modelling Questions: Fading Mesh <Solved>, Texture Slots

    Okay so after a lot of trial and error and from looking through the starcraft art tools examples i found out what my issue was.

    I was attaching meshes to bones using skins however this caused weird behaviors
    I have now found that creating a root bone and then linking the meshes to that bone fixes all the problems

    This allows me to animate the meshes instead of having to animate a bone for each mesh

    I suppose my error probably was in not knowing that meshes had to be linked to a bone i had assumed that adding a skin modifier was required

    EDIT: I still must be missing something as it worked originally but now its not working again dang

    Also on an unrelated note:

    Does anyone know how Some Objects are Walkable?
    Such as the Temple Brick that people can walk on?

    Edit Edit:

    Okay so problem was stupid simple lol
    apparently if you detach meshes from one another and attach them to other meshes
    you must give each object a new texture even if the old is still applied so
    all i need to do is recreate some textures using UVW-Mapping

    Posted in: Artist Tavern
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    posted a message on General Modelling Questions: Fading Mesh <Solved>, Texture Slots

    Hello everyone,
    Anyways ive been working with 3ds max and art tools and i have used a .wmo model from wow its a building.
    What i did is i split sections of the model apart to create a model with a few different meshes so that i can animate them.
    I managed to Add the required Bones using the .m3 export tool and Scene check.
    everything returns fine

    know when i go to preview it in the Cutscene editor it says that only 2 of the meshes get exported of the 8 or so that exist
    Any idea why this might be happening and how i can get the previewer to export all the meshes?

    All meshes have 1 Bone and all have Skin Modifiers as required
    all the materials are SC2 Standard Materials

    Posted in: Artist Tavern
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    posted a message on Trying to compile a list. (Completed)

    Monstrosity, Crypt Fiend, Shadow Hunter, Lich, Priestest, Ranger, Alchemist, Sage, Warlock, Archmage, Far Seer, Blademaster, Bard, RuneMaster

    Posted in: Off-Topic
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    posted a message on [AoS] Rush of the Avatars

    This looks like a very nicely polished map
    Maybe for ideas you should take a look at some of the old Warcraft 3 AOSes out there for say hero/ability ideas i always loved
    Age of Myths
    and
    Advent of the Zenith

    Posted in: Map Feedback
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    posted a message on [Model/Map Showcase] Daara's WoW Models

    Lol still working on these textures can you look at this picture and tell me if this is right?
    I have created 2 Sc2 Standard Materials and called them Hair 1 Show and Hair 1 Hide is this how you mean its set up?
    Currently trying to set these materials up then im gonna work with my java bot to automate keyframe swapping in 3DS max

    Also after i have completed one of these models ill upload the .max file for others to use i think and my Java Bot as well.

    Heres a screenshot of my SC2 Standard Materials
    I just gave the link as to not take up a lot of forum space
    http://img842.imageshack.us/img842/5765/98sq.jpg

    Posted in: Artist Tavern
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