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    posted a message on Actor links MIA in OE

    How did it cause more problems than it solved? It saved me tons of time and at least you knew everything (or almost everything) that is tied to the unit in some way. Not all of us want to spend extra time on something that we never had to before. If things got broken in the duplication it wasn't exactly that much trouble to change a few values to get everything working correctly. There's really no trade off in this. People are still going to try to duplicate and now it's going to be even worse than before because things will be missing. Action actors will not be duplicated, neither will missile actors, or missile units, the attack sounds, the impact models, behaviors tied to the attack, etc..etc.. And you see this as a plus?

    Maybe you prefer to create everything from scratch, that's fine. I do not, and I never had to before. Forcing this on users is terrible because it's already difficult enough to learn how to use the data editor, and this will intimidate new users even more. They will look up duplication tutorials and end up with broken units and missing data. I'm sorry, I really don't see how it caused more problems than it solved for the average human being. Besides, I posted searching for a solution to get the old way back if there is one, not an opinion on why it's now better.

    I'm not alone on this, there are a few people in these forum posts wondering wtf happened and why it's so much more difficult to duplicate units now.

    http://us.battle.net/sc2/en/forum/topic/9572937800
    http://us.battle.net/sc2/en/forum/topic/9572767881

    Posted in: Data
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    posted a message on Actor links MIA in OE

    So I recently got back into the editor a few days ago, and been just messing around with terrain. Then to my surprise, I went into the data editor and tried to duplicate a unit and it no longer shows links to some of the actor data in the object explorer, nor any links to unit missiles and attack sounds etc...

    This makes duplicating a unit much harder since it's missing like "Marine Attack", and units with missiles would be even more of a pain. Did HotS do this? Is there an option I have to tick to see links again so I can duplicate everything again? Or did Blizzard decide lets make everything harder for everyone?

    Posted in: Data
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    posted a message on Timer Windows in HotS

    If I found an answer in another thread (which I didn't) after searching very thoroughly (which I did) then I wouldn't have bothered taking the time to elaborate on the issue in this post or have used the words "I searched similar threads but found no solution". Have a look:

    http://www.sc2mapster.com/forums/development/gui/54983-timer-styles/
    http://www.sc2mapster.com/forums/development/triggers/52929-timer-in-hots/
    http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/51406-timer-windows-bugged-after-dependencies-change/
    http://www.sc2mapster.com/forums/development/triggers/49519-timer-window-text-small/

    Nobody has offered any insight on the matter, or even bothered to verify that it happens to everyone and not just a select few which is what I'm trying to figure out. I'm already in the process of creating a dialog based timer window since I have no idea why this is happening or if it's even a bug and not exclusive to me and the few others experiencing it.

    Posted in: Triggers
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    posted a message on Timer Windows in HotS

    Hello everyone. I'm wondering if anyone has any info on this problem, because I'm curious of whether or not its a bug or an incomplete feature. I searched similar threads and found a few but it seems nobody has any direct solution to this. The image is from the same map/trigger only using different dependencies, and the HotS version requires "Show Timer Window Border".

    It seems blizzard wanted to give us more control over timer windows (but instead just messed them up), adding the action "Set Style for Timer Window" which offers the option of a horizontal or vertical timer window. Horizontal gives the above result, while Vertical further distorts the image:

    There's also the useless option "Set Gap Width for Timer Window" that seems to do nothing since I can't get the timer to display horizontally in the first place. I really do not want to take the route of a custom dialog for something as simple as a timer window unless I really have to, since I really don't care if it looks fancy or not. I just want it to display correctly. So I'm wondering does anyone know if this is a bug or know any solution that doesn't require custom dialogs?

    Posted in: Triggers
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    posted a message on Timer Styles

    Has anyone figured out why this happens? I'm having the same exact issues with timer windows yet I cannot seem to find a valid fix for it. Same procedure to create this error, updated map to use HotS dependencies and now the title is centered and above the top border and the timer duration is below the bottom border like the screenshot above.

    Posted in: UI Development
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    posted a message on Firemaul Wars

    I'm awful with keeping up with things, but I finally uploaded the map to Europe servers today.

    Posted in: Map Feedback
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    posted a message on Two issues with WoW Models + 3DS Max

    Thanks for the reply I'm mostly getting the hang of it now and can get almost all models exactly the way they should be. I am now having new troubles trying to attach weapons and armors. I noticed you are the author of this tutorial here that shows how to do team colors and attachments in 3DS Max, and I thank you for putting the time into it but there seems to be a missing step or two.

    My goal is to create a dude who looks like a footman. After moving the weapon/helmet/shield model to the appropriate positions, m3 exporter requires I create bones for all imported models in order to export correctly. It seems I must add bones only after I have already scaled/moved the attachment models to their appropriate places, or the model keeps jumping back to its original position. So I select the models, create the bones, which creates these huge 3D triangles. I scale them down to 0.0 and all seems well. I follow the step to enable "Select and Link", drag and attach them to an attachment point. I test the animations and the models move. So I export the model and import into SC2.

    http://img593.imageshack.us/img593/1369/footman1.png http://img46.imageshack.us/img46/5664/footman2.png

    But the result is all items are frozen in place and the sword is facing the wrong direction. I'm at a loss of what I'm doing wrong or what I'm missing.

    Posted in: Artist Tavern
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    posted a message on Two issues with WoW Models + 3DS Max

    Nevermind, figured it out. http://img844.imageshack.us/img844/5292/bansheen.png

    Posted in: Artist Tavern
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    posted a message on Two issues with WoW Models + 3DS Max

    Hello all. I'm a noob when it comes to modelling and all that, so far I've learned enough to use the WoW Model viewer to export textures, import them into 3DS Max with that awesome M3 plugin, readd textures to the model, and export to be used in SC2. I am doing this for a few reasons. One, I can downscale large textures from 512x512 to 256x256, add attachment points to models that have none, and fix some of the weirdness the WoW Model Viewer creates with some models. A few I can think of are the Infernal, the banshee, void walker, etc... All is going well except for two issues I can't seem to figure out on my own.

    First there's the banshee that uses some kind of transparency. When putting the skins back on her, I realized that all transparency is lost in both her hair and her dress. How would I go about fixing something like this? I'm not so much concerned about the dress as I am the hair, I like the lack of transparency in it. I even tried using the original, unmodified texture and to no avail. The problem seems to lie in the model.

    http://img703.imageshack.us/img703/6969/bansheeweirdness.png

    Now the next issue is that when exporting characters, their cloaks and hair are only visible from the back side. Again, I have no idea on how to correct this. In 3DS Max the hair and cloak are visible from both sides of the model, but in SC2 they are transparent from the front.

    http://img12.imageshack.us/img12/2336/humanfemaleweirdness.png

    Any help will be greatly appreciated.

    Posted in: Artist Tavern
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    posted a message on Hotkeys disappear during the game (aftter 2.0.4 patch)

    You know what... that did it, good job! I can't believe I spent almost 2 hours trying to find out why this was happening, and never bothered to change a setting that has "hotkey" written in it. Putting the alias to none did solve the issue of the key disappearing when pressing F10. At least the issue of how hotkeys disappear has been identified and a work around discovered. I always had the alias set to the button because I thought that was the "proper" way even though I wasn't sure what that field actually did. Now I can finally put this headache behind me.. thanks a bunch!

    Posted in: Data
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    posted a message on Hotkeys disappear during the game (aftter 2.0.4 patch)

    The "W" key is the only one that seems to be disappearing off of every unit in the game. The "Z" key also disappears off of some units, but not others. I'm pretty sure the issue is related to the one in the post you linked, Blizzard's new system seems to have some flaws. In my map there are quite a few "unbound" keys, but they don't vanish like the W key does. And I'm not even sure why they are "unbound", as far as I know there isn't much beyond assigning the hotkey in the button's data field. I've searched throughout the editor for some new option I missed but so far I'm still clueless on why some hotkeys are going missing.

    Posted in: Data
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    posted a message on Hotkeys disappear during the game (aftter 2.0.4 patch)

    I was wrong in assuming that checking "Allow Toggle Conflicts" fixed the issue because it didn't. It was because I manually assigned a hotkey for the buttons that the key went missing on and forgot that I did. Starting over I deleted the custom profile, reloaded the game, tried checking the box, and it did not fix the hotkey issue. It seems that Blizzard's hotkey system is somehow conflicting with my hotkeys and disabling them. I'm not exactly sure why, every button on the unit has a unique hotkey. I'm gonna try tracing back to the abilities they link to, and see if I can find a problem there....

    The issue is easy to replicate, create a new map, new button, make it W for hotkey, add fungal growth ability to marine, add to marine command card, and test. Not enough energy to cast, but upon load, the key is there. Press F10 and close the menu, it vanishes. Considering this is a brand new map with only 1 custom data entry, I'm not sure what the issue could be.

    And to prove I'm not crazy lol:

    Embed Removed: https://www.youtube.com/v/RGevY_k_bu4?fs=1

    Posted in: Data
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    posted a message on Hotkeys disappear during the game (aftter 2.0.4 patch)

    It seems that I am not free from this bug just yet. At any point the menu (F10) is opened during a game, every "W" hotkey vanishes from every unit that has a button with it. The "Z" hotkey also vanishes from some unit buttons, but not all of them. I've tried replacing the hotkey, which works but because the command card buttons match the keyboard layout this is not a valid solution for me. This also affects units that are not already on the map. Lets say I hit F10, closed the menu, created a barracks and trained a marine that had "W" for stimpack. When that marine comes out, "W" will not be there and pressing it will not activate stimpacks.

    I've tried creating new buttons and placing them on different units, and W always fails and Z only fails sometimes on some units. I'm not sure what's the culprit here, whether or not it's just a bug with 2.0.4, or there's some real problem somewhere on the abilities they link to. All I do know is that before the latest patch, this never happened.

    Edit: Confirmed this as a StarCraft II bug. I created a brand new map, created a new button with "W" as the hotkey, added fungal growth to the Marine's command card using this button, hit test, pressed F10, and the W vanished from the button. So I guess we just have to wait for a fix from Blizzard. I already made a post on their bug report forums, I just hope it gets some attention.

    http://us.battle.net/sc2/en/forum/topic/7979318033

    Another Edit: Getting closer to the source of the issue. The problem is within F10 Menu >> Options >> Hotkeys. Checking the option "Allow Toggle Conflicts" and saving as a new profiles fixes hotkeys from vanishing. But this setting is local, so how to fix it within the map so Blizzard's system doesn't conflict is still a mystery to me.

    Posted in: Data
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    posted a message on Units with doodad models after patch.

    @SoulFilcher: Go This actually worked, omg! Thank you!! I was on the right track I guess, just wasn't attaching the correct model. I replaced the invisible unit model with the "HitTestSphere" and now I can do all the click functions that I previously couldn't. Luckily the hit test sphere is already invisible so all I had to do was change the model field and adjust the scale/selection circle to match the unit's size. I don't see why Blizzard didn't plan for this to begin with, did they really assume that map makers would not use doodad models as units? Or the bigger question, were they just lazy...

    To anyone else who has this issue who comes across this thread, just create a Model actor of type ModelAddition, linking to a model using HitTestSphere.m3. Make sure the field "Actor: Aliases+" has the alias "_Selectable". Then attach it to your unit, either through the unit or the model actor events. I prefer to attach models through the unit actor events (ActorCreation>>AttachModel). The only downside is through this means the model does not show up in the object explorer, but I find this to be much quicker than setting up hosting for the model itself.

    Assets\Units\Test\HitTestSphere\HitTestSphere.m3

    Posted in: Data
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    posted a message on Units with doodad models after patch.

    Before the patch, using doodads for unit models was not without issues but now there's a really serious issue. It will no longer let you drag select, double click select, or even control+click select units of the same type if they are using a doodad. I'm guessing this is because of the absence of attachment points or something along those lines. I have been trying everything that I can think of to remedy this, but so far nothing has worked. I even tried attaching the "InvisibleUnit" model and making it _Selectable, but it seems to have the same issue as doodads. I also used it as a base model to test, and it cannot be group selected either. I'm wondering if anyone else has a solution to this? It's very frustrating because I can't find anything on this anywhere.

    Posted in: Data
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