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    posted a message on BlackOps Tank Wireframe Image [SOLVED]

    I guess they didn't include wireframes since the Black Ops variant is pretty much visually the same as the mercenary Siege Tank but with slightly longer barrels and emissive strips (which you can't see in the wireframe itself anyway). You wouldn't be able tell the difference between the two unless you looked up close.

    Anyway I made rudimentary wireframes for them so here you go:

    http://i.imgur.com/ZDup7Ma.png

    Posted in: Data
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    posted a message on The Assets of Evil

    @DrSuperEvil: Go

    Xanthos from the last mission. It's basically a giant mech with multiple separate units conjoined to it that are able to attack, be damaged, and can be destroyed; sort of like ship hardpoints from Empire at War.

    http://i.imgur.com/Pn2WFDz.jpg

    One on the left is the combined model via its portrait in the Previewer, and the one on the right is what it looks like when it's separated from its individual parts in the editor (the fighter bay is on the top, rail gun on the right, flamethrower on the left, and the missile pod's on the bottom).

    Posted in: Data Assets
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    posted a message on Brexit Vote

    @DarkKazoie: Go

    Not too sure about that economy part given that he's pretty dead set (and has the entire house to approve whatever he wants) on starting a self-destructive trade war against Mainland China and Japan.

    Time will tell of course...

    Posted in: Off-Topic
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    posted a message on Dependancies and Colors.

    It's fine to do but remember the loading times will also increase accordingly with each dependency that you add, so expect a loading time of anywhere from 3-5 mins plus extra time depending on how many objects you have pre-placed on your map.

    Posted in: Data
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    posted a message on Monetizing comes to Starcraft II

    As long as they don't go overboard with them then I don't see why not.

    Anything is better than nothing at this point. On the plus side it'll keep Blizz focused on updating for SC2 for some time at least.

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #256: Stonehenge
    Quote from Scbroodsc2: Go

    I agree with Wargirl, we'll be butting Moz's butt or throw him away from his chair and take his throne. To arms brothers and sisters! Let's make WTE alive!

    Make WTEs Great Again? ;)

    Posted in: Terrain
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    posted a message on Question about dependencies and expansion mod

    Here's a post on reddit from a Blizz dev. Although it's about Co-op, the same principle applies to Arcade stuff.

    And here's another Blizz post on the B.net forums; this time about about Archon mode with the Starter Edition:

    Quote:

    For Custom Games, you can access Archon mode for free, even if you haven't purchased any of the games.

    And of course the official Arcade page on B.net says this:

    Quote:

    ARCADE IS FREE
    Arcade is free. Download the free StarCraft II Starter Edition, log in, and start playing!

    So you don't have to worry about whether players have access to any of the expansions (or the game itself for that matter). I'm pretty sure this applies to extension mods as well.

    Posted in: Miscellaneous Development
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    posted a message on Question about dependencies and expansion mod

    Keep in mind that link that you posted was made by a dev in 2012 before HotS was released and is therefore completely outdated. The dependency usage policy has changed since then.

    You can now use any of the main expansions (HotS/LotV) and DLC stuff like the Nova Covert Ops assets in your map without any accessibility issues for your player base, as you only need to have the Starter Edition to play on the Arcade.

    People don't have to own HotS/LotV/Covert Ops to play your mod, so there is no need to make separate versions of your mod. You can stick to one and you'll be just fine.

    Posted in: Miscellaneous Development
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    posted a message on Japs at our home yard

    ^ The irony of a spam bot spamming Japanese "themed" spam in a thread about spam...

    Posted in: Off-Topic
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    posted a message on Bigger than 256x256?

    Nope. Blizz "promised" to do something about it 5 years ago but here we are two and 1/2 expansions later and no word about it since then...

    I believe there was an attempt by someone here on mapster to hack the hardcoded limit that enabled a size of up to 512x512 (can't find the exact thread), but it didn't work as it would immediately reset back to 256x256 after closing the window or would crash the editor. Not to mention that you wouldn't have been able to play the map on Bnet anyway.

    Posted in: Terrain
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    posted a message on What the FUCK of this "Legend of Titan"

    It was bound to happen eventually.

    No IP regulations in the Mainland = copycats left, right and centre. Not much can be done about it.

    Posted in: General Chat
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    posted a message on Strange texture glich????

    You have grid view on (the black, red and grey box grid squares).

    You can toggle it on and off just by pressing G, or selecting View -> Show Grid -> None in the Terrain Editor.

    As for the cliffs having funky textures, this is because you have hidden terrain cells being shown. You can disable this with Ctrl+T or selecting View -> Show Terrain -> Show Hidden Terrain Cells.

    All of these are only visible in the editor and not in-game, so don't worry too much about them.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Newest Patch Changes

    @SoulFilcher: Go

    Older maps that weren't updated when this was first introduced got somewhat crippled by Hide Lobby being enabled by default. It would've been better if it was left disabled and had to be checked manually instead of being removed though.

    Posted in: General Chat
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    posted a message on Ramp blockers

    The LOS blocker doodads aren't used to prevent ramps from being built on. The dynamic blocker units are similarly not meant to be used for this purpose since they can't be destroyed.

    What you need is to search for are the Unbuildable Bricks (Destructible), Unbuildable Plates (Destructible) or Unbuildable Rocks (Destructible) units under the unit palette in the Terrain Editor. All of these have 400 HP and can't be built over until destroyed but units can still walk over them.

    If you want to block units from moving and building on the ramps while still being destroyable, then use any of the Destructible Rocks or Destructible Debris units instead.

    Posted in: Terrain
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    posted a message on my model turned pink in game only...why?

    @egodbout: Go

    Out of curiosity, how exactly did you solve this?

    I do not get the issue myself when testing it in-game but I've had someone report this happening to my models and I honestly have no clue about what might be causing it.

    Posted in: Artist Tavern
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