CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Text Actor Assistance Needed

    So, I created a text actor that can work w/ a mover like in the AutomatedRefinery example. The problem I have is that I want to update the text dynamically to include a players name, the number of resources gathered and the associated resource icon, but for multiple resources at the same time.

    In the AutomatedRefinery example, there are two different  text actors which generate either +4[Gas Icon] or +5[Gas Icon]  depending on if the Refinery has Micro-Filtering or not.  

    That is great and all, but I would like to display something like this instead:

    TheAggie
    + 50[Mineral Icon]
    + 100[Gas Icon]
    + 25[Energy Icon]

    However, the number and type of resources displayed may not always be the same. For example, I could have:

    TheAggie
    + 50[Gas Icon]
    + 50[Energy Icon]

    So somehow I need to communicate the player's name, which resources and how many of that resource type to the text actor(s).

    I realize that I might not be able to accomplish this with a single text actor / mover but was hoping that someone out there would know if it is even possible. Unfortunately, I just started looking into text actors and don't know my way around them very well yet.

    If anyone could offer up some suggestions, I would greatly appreciate it!

    Thanks!

    Posted in: Data
  • 0

    posted a message on Settlers of Mar Sara - LF Terrain Creator

    Actually, I think your the forth, but I don't think anyone should be discouraged from doing this. I have some cool ideas that I'm working on which make my version unique and I'm sure you will likewise have ideas which are unique to your version. It will be interesting to what variations pop up in the months to come. I personally think having individuals come up w/ multiple ideas independently will breed creativity, and then perhaps the best of the best can merge their ideas and create an even better experience for users.

    Posted in: Team Recruitment
  • 0

    posted a message on [WIP] Settlers of Haven: Settlers of Catan SC2 Remake

    Awesome, I've actually been working on the same thing. It sounds like we're on the same page but that you're a bit further than I am as I haven't had time to work on it in the past month. I would recommend changing the name however, just to avoid any potential copyright issues.

    Posted in: Project Workplace
  • 0

    posted a message on M3 Exporter

    Think we will be seeing the particle system update sometime this weekend by any chance? I'm itching to update one of my models w/ some cool effects :)

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    Ok, I have another issue and this time I have no clue what I'm doing really. I'm trying to create a model w/ several variations, each one having slightly different geometry but similar animations. I tried to create an attachment helper from the sc2 objects and then attach that to the geometry I want to use as an attachment. I'm not exactly sure how I should be doing this, much less setting it up in the galaxy editor to support those variations. Any ideas on this one? Worst case scenario I create 10 different models, but I figured that this would probably end up requiring the user to use up a ton of unnecessary memory when running my map. So I'd like to avoid that route if at all possible.

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    @theaggie: Go

    Nevermind, I figured out my issue. I had an editable mesh which I ended up detaching every object from. I found it in the layout view.

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    I have a model which I'm trying to export and I keep getting the following error:

    Error occurred in diffuseMap.set(); filename: C:\Program Files\Autodesk\3ds Max 2010\PlugIns\sc2_objects.ms; position: 4285; line: 135 Frame: val: undefined

    MAXScript Scripted Plugin Handler Exception: Unknown property: "mapList" in undefined <<

    Export Starting

    Gathering scene objects... Getting mesh... Getting bones... Gathering used materials... Getting materials... Unknown property: "materialType" in 09 - Default:Standard**

    Export Failed

    Any ideas how to resolve this? I changed the 09 - Material to a starcraft 2 material and even copied over an existing/working material into that slot and I still get the error and am unable to export my model w/ it's new animations. Thanks for any help in advance!

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    I'm trying to make some modifications to a model which has a light and a particle system attached to it. Do these get exported from the Galaxy Editor's Preview Module? If so, do they get imported into max w/ this script? Whenever I export one of the previously imported models and import it back into the editor, I find that the model is missing the previously attached light and particle system. Some help would be greatly appreciated. Thanks!

    Posted in: Third Party Tools
  • 0

    posted a message on [Texture] How to create a ground super duper supertexture, and why you want to

    I've been playing w/ this a bit but have one issue. I ended up not actually replacing the textures for already existing decals but created my own w/ my own model. I created the model in photoshop and all it is is a plane w/ the texture as a material. The problem is that I can't get it to uniformly adhere to the terrain. So any kinds of bumps result in the decal being hidden by various objects. I thought I had found a solution by raising the plane up a little on the z-axis but then I realized that units had their feet getting clipped by the new height. I'm sure there is a way to apply custom decals w/ the same kind of uniform results you see in these examples. If anyone has any ideas or helpful hints, please let me know. Thanks!

    Posted in: Tutorials
  • 0

    posted a message on The List of things that aren't possible:

    lol... not exactly what I have in mind. I did play w/ this though and it is a neat trick. However for what I'm trying to do it just won't cut it. Someone else mentioned on a different thread a decal splat actor, so I might give that a shot.

    Posted in: Galaxy Scripting
  • 0

    posted a message on The List of things that aren't possible:

    @taffer03: Go

    Cool idea. Now can you do that with multiple texture options. Say I wanted to have the option to choose one of four textures at the launch of the game. could that be done by stacking these somehow and choosing which one I'd want? Thanks for the tip!

    Posted in: Galaxy Scripting
  • 0

    posted a message on [Help] Is there anyway to change ground textures mid-game?

    @RileyStarcraft: Go

    Before I go through the trouble of doing that, would you mind giving me some tips on how I can experiment w/ existing Decals to see if I can get the result I want before spending the time trying to design custom decals? Thanks!

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Help] Is there anyway to change ground textures mid-game?

    @RileyStarcraft: Go

    Could you go into a little detail on how you would do this? I'd really appreciate it as I've never toyed around w/ decals or splat actors.

    Posted in: Miscellaneous Development
  • 0

    posted a message on The List of things that aren't possible:

    From what I can tell it is near impossible to change a terrains texture dynamically. I've been trying to find a way to exchange one texture for another for a specific area on a map... that or simply find a way to paint a new texture on top of it, but have yet to find any kind of solution.

    Posted in: Galaxy Scripting
  • 0

    posted a message on [Terrain + Textures] In-Game Texture Manipulation

    I'm looking for a way to change the terrain's textures during the course of a game but have yet to determine if that is even possible. I've probably only spent about 8 hours in the Editor so I'm still learning the ropes. I've determined how to hide/show the terrain cells during a round and noted that you can also create "Terrain Objects" which apparently can be shown/hidden as well. I'm not exactly sure what is considered a "Terrain Object" and how one would go about creating one, but I don't think it is what I'm looking for. What I ideally would like to do is have regions which I can use to target areas of terrain where I want to "paint over" a new texture onto a pre-existing one. If there isn't a way to replace a texture in-game or paint over one, then the only other option I can think of is to somehow create multiple layers of terrain textures w/ the ability to show/hide whichever layer is needed at the time. From what I can tell though, this too probably isn't possible. If anyone has any insight on how I can go about accomplishing this, I would love some input. Thanks!

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.