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    posted a message on [1.5Demo]Let's just attach Raynor's big railgun on everything
    Quote from TwilightMarine: Go

    yes please, how would you have multiple units show the laser at same time?

    HotS is out by now, and I think the new "Quad" actors are what you should use for stuff like this. You can look how they are set up in the HotS campaign maps (for example in the Kerrigan ability where she dives forward, in some of the Bossfights they are used too).

    Posted in: General Chat
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    posted a message on PAX East - New Blizzard Game Announcement

    Would have hoped for something different, but still not the worst thing I could have imagined. Looks a tiny bit shallow on the gameplay side compared to Magic, so I don't see how it can be a better game than Magic. I'll still check it out for a while because it is F2P and it does look kind of fun, I just question the longevity. But I guess having a good free to play Cardgame is pretty cool, most ways to play Magic are really costly. And I really like the Warcraft franchise, so that's definitely a bonus.

    I really hope Titan is no disappointment though, and I hope even more that they will announce it at this year's Blizzcon :)

    Posted in: General Chat
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    posted a message on Did Heart of the Swarm add anything to the editor?

    You can't use the data related to Physics in WoL (as in it doesn't work and you can't test it), and some of the new data types only have assets built for them in the HotS dependencies (like Arc or Quad Actors). I don't know if you can use the data types in the WoL editor, but you probably can as long as you make your own assets for them.

    Posted in: Galaxy Scripting
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    posted a message on How do I add units without making the map load unnecessary things?

    1) I don't know, but I personally don't think there is an easy way to do that.

    2) You can change the default units. As soon as you do that you will have 2 entries in your Data Editor though, one that is still blue (that you can't change) and one that is green and has your changes. Maybe you tried to edit the blue copy, check if you already changed the unit before and therefore can't edit the "blue version" of it anymore.

    Posted in: Data
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    posted a message on (Solved Bug) Health Bar Not Showing

    Uncheck the flag "Actor: Unit Flags+ -> Suppress Default Status Bar" in case it is checked.

    Posted in: Data
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    posted a message on [Request] Really basic physics model

    b b b bump

    Posted in: Requests
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    posted a message on Disappointment about the expansion
    Quote from Taintedwisp: Go

    @SoulFilcher: Go

    you mean site operations :P. its just a pain in the ass hah.

    My point is out of the 4,5 whatever editors, the terrain side is the least developed :) and personally I think its the one that needs work done on it massively the data editor just needs tool-tips on everything -_-

    The Data Editor does have tooltips for a majority of data fields by now, at least for the common actor and effect types. Probably other common ones like Units, Models etc. too.

    Posted in: General Chat
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    posted a message on HotS: Publishing, Dependencies, and You
    Quote from zeldarules28: Go

    @GEditorUser: Go

    Yes. The physics engine added for HotS is part of the client and the editor. Like I said, it's literally the same editor, there's only one. You should be able to recreate all of the HotS units abilities, although obviously you wouldn't have the models, sounds, or other assets. I don't know if this would be against the ToS, to be honest.

    The Physics Engine in the client is disabled for people who don't have the HotS license though.

    But you should still be able to set up all the Data that is required for your physics effects, and other people who might have the HotS license will be able to see it.

    Posted in: General Chat
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    posted a message on Disappointment about the expansion

    You have the exact same Editor if you just buy WoL, so your point is somewhat true but I personally think that's a very positive thing and not negative at all, it's just unfortunate for you because you didn't know about that before your purchased HotS.

    They added a ton of stuff for the Editor prior to (and for) HotS (Cutscene Editor, AI Editor, UI Editor, tons of new Data values) and they constantly added features during WoL in the last couple of years as well. I don't know how it went for Warcraft 3 though, so I don't have a comparison. But I can't really share the disappointment.

    Also note that the thread you have linked is 5 months old, so you can't really expect all of the suggestions implemented yet, especially seeing that the last couple of months were probably heavy crunch time with a lot of polishing and bug fixing going on.

    Posted in: General Chat
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    posted a message on [Request] Really basic physics model

    bump

    Posted in: Requests
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    posted a message on My 1-min cutscene: "New Gettysburg" Briefing Room

    Amazing work!

    I think the bright blue inactive screens are more distracting than they should be though, so if there is a way to change them to a darker color/animation that would spike the quality of the whole scene even more in my opinion!

    Also I don't think the camera shot from an angle behind Raynor is optimal, as far as I know the human eye/brain focuses instinctively more on things that are in the top left corner of your field of view opposed to the right side. So if you want to go for that camera shot (00:35 into the YT video) I would just mirror it from the other side, right now the thing that should be the focus (the TV screen with Mengsk and Raynor in front of it) get really distracted by the bright blue screens on the left side of the screen.

    So I think there could be a lot of small things to polish, but that's to be expected if you worked only a couple of days on it, and I know 100% that I wouldn't be able to make something like this with the Cutscene Editor (and I'm not really into making films, although I have to admit it is quite tempting to learn more about it :))

    Thanks for sharing.

    Posted in: General Chat
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    posted a message on PAX East - New Blizzard Game Announcement
    Quote from SoulFilcher: Go

    Obviously they are talking about this. ;-)

    Wow, I've never seen this before, this is actually kind of awesome lol

    I hope it's something like this, All-Stars is happening and we already know that, so I personally hope for something new that no one knows about yet. Would also make a lot of sense to announce something like this at PAX imo, because with games like this you serve to a different audience than your core gamers so it makes sense to advertise and announce it at a place like PAX.

    Also can't wait for Blizzcon, Titan announcement should be incoming this year I think (and then get released in like 4 years ... :/ Why does all the good stuff take so long? I'm basically waiting my whole life so far for George R. R. Martin to finish A Song of Ice and Fire, I don't want to wait anymore!).

    Posted in: General Chat
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    posted a message on Move Unit Instantly - Disjoints projectiles?

    Ahli is "complaining" about that for weeks now, I don't know if he has figured out a workaround for this, you should probably contact him in the IRC or wait until he responds here.

    Posted in: Triggers
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    posted a message on [Request] Really basic physics model

    bump

    Posted in: Requests
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    posted a message on [Request] Really basic physics model

    Hey guys, I hope someone can help me, I need a very basic addition of a physics body to an existing asset.

    It has to be a very specific type of physics body, namely the one that is used for HotS buildings. The one that doesn't react directly to outer forces (like for example the Physics Cylinder model that is in the HotS asset does), but rather just acts as a collision model for ragdolls that are flying around.

    I don't know anything about this, but from the StarTools documentation I think the difference is found here:

    Quote from StarTools documentation:

    Physics State is only enabled if the Inherit Physics State is off. The Physics State of a physics object can be Static, Active Kinematic, or Active Dynamic.

    Static physics objects do not move. They only exist to alow Dynamic objects to collide and hence react to them. It is the best performance and should be used whenever an object isn't meant to move such as the ground or buildings.

    Active physics objects can be either Kinematic or Dynamic, depending on their current Active State. A Kinematic physics object is not altered by the physics system but is used to push other Dynamic objects. On the other hand, the movement of an Dynamic physics object is solely determined by the physics system as a result of collision with Static, Kinematic, or other Dynamic physics objects.

    So what I'm looking for is a Static physics body, the model that I want it for is the "Shape Cylinder" model that is available in the SC2 assets. The shape of the physics body should be a Capsule (not a Cylinder), I made a picture to clarify how it should look:

    Capsule

    So basically, just shaped like a Capsule, like it is described in the StarTools tutorial/documentation:

    Quote from StarTools documentation:

    Shape Type defines the geometry of the physic shape.

    Box is retangular shape with height, length and width. It is useful for building and flat ground surfaces.

    Sphere is round ball shape and the cheapest to use performance wise.

    Capsule is basically a cylinder with two spherical ends. It is the second cheapest to use.

    Cylinder is an extruded circle that can be used for wheels, columns, etc.

    The Shape of the Capsule should be more flat than very rounded if that makes any sense, as in if the rounded end of the capsule would be a part of a sphere then this sphere should have a pretty large radius. But that's not the most important point, it's also not super important that the physics body directly works 100% right, if any modellers (experienced or unexperienced) are interested in doing this as an easy physics body exercise then it's of course no problem for me to test it for you and point out which parts of it aren't working and why and just figure it out together :)

    If you are into it you can also modify the model itself into a capsule rather than a cylinder, but that's very much optional and really not needed at all.

    Looking forward into hearing from someone, I hope there are interested people who want to help me.

    Posted in: Requests
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