• 0

    posted a message on Need help on difficulty selection trigger

    @TheSC2Maniac: Go

    I think I know the answer to the first question. I can't test my solution because this map has a mod dependency.

    So, on your trigger "Set Difficulty Count (Timer Expires)" after it picks how many players there are it has an if then else for each difficulty setting. The problem seems to be that most of these use the else to set it to normal difficulty. This is messing it up. It should only set it to the difficulty that was voted for by using an if then else if block. Then if it goes through all of those and still doesn't set a difficulty it can set it to normal.

    As for the second question. Make an integer to track when someone casts their vote. Then add one to that integer each time someone votes, no matter what they vote for. Then periodically check if the number of people playing equals the number of votes cast. If it does then you can tally the votes and start the game.

    Posted in: Triggers
  • 0

    posted a message on [Texture] How to change resource icon

    I scanned this thread and it seems no one has mentioned this. You can change the resource icons without having to name your dds file something very particular to get the game to treat it as the original file.

    Just make a dds file for the icon and import it in to the root folder of your map. Mine are called dollarsign-bank.dds and dollarsign-cash.dds

    Then change the reference the map uses to display the icons. To do this open the data editor. Then open the tab Game UI Data, it is under Edit Advanced Data.

    Then open the item Default SC2 UI Settings. Open the UI Tab, and scroll down to almost the bottom. I am using Detail View. Here there are two items called, "UI: Resources - Icon" and "UI: Resources - Icon Background". Here you can type in the name of the dds files you want to use to replace the corresponding mineral types. Make sure the files are in the root directory of your map.

    Posted in: Tutorials
  • 0

    posted a message on Street Empires

    I updated all the models for this mod to use the art tools. They also all now use smoothing groups, and have a specular and diffuse map. I updated all the screenshots of models in this thread to show the new versions from inside the map editor. I also moved all the screenshots to the original post to make them easier to find.

    Unfortunately these versions of the models are not yet uploaded to the Bnet version of this map. I am still adding in the co op mode and need to finish some stuff up on that before uploading the map again.

    Posted in: Project Workplace
  • 0

    posted a message on Very Noob. Wants to be a model designer

    Why not use 3D Studio Max 2011? Then you can use the official art tools. Or if you can't get access to them yet, at least you will be ready when they are publicly released. It's what blizzard used to create the game. Why learn a different tool if you aren't familiar with any of them?

    Posted in: Artist Tavern
  • 0

    posted a message on Street Empires

    Thanks for the tips.

    I have a specular mask for all the models that shows up in the game, but not much when i render it in max.

    I just looked up how to smooth. You are right about it making a huge improvement. I will update my models to use that.

    I made bunch of normal maps for my source engine mod. But they were just generated from the photographs the textures was using. I also did the 3DS Max tutorial about creating a normal map from a high polygon model. That looked really awesome, but it seems difficult to do. I also need to create models for a couple new buildings so I don't think I will make legit normal maps yet.

    Any other tips for my models? I know what an emissive map does, where do you think it would benefit my models?

    Posted in: Project Workplace
  • 0

    posted a message on Street Empires

    Thanks Oranite, and using your vest first post on my map. How nice. The AI players can give a taste of the PvP, but it is really best with other people.

    I am still working on this map and still have things to add. I recently added an original player model to the game. With the change to guns that you could aim it was impossible to check what guns other players had. Before you could click them and their attack upgrade would tell you, but with the gun aiming system the unit doesn't have a traditional attack ability, so it won't show their attack upgrades. Anyway because it is important to tell what gun another player is carrying when you see them I made a system where the gun in the players hand will be the gun that they really have.

    Making this took a long time, it is the most complex model I have made and I did a lot of the work before the art tools were released, which made things harder. Another thing it adds is a repair animation. The Merc Marine model would just stand there when using the repair ability, but this model has a little welding torch on a Taxi Driver style slide. I was also able to add the particle effect from the SCV repair. Below is a bunch of renders of the guns and the Player model. The guns are 500-600 polys and very small in game. So I tried to give them distinct colors to more quickly be able to tell them apart.

    The Player model and guns are on the current version on Bnet. I also fixed some issues caused by the new SC2 patch. Currently I am adding a co op mode. It will feature much more complicated Cops/ Corrupt Future Government. The government will have factories and stores around the city where they compete with your customer base. You will be able to attack their bases and their workers moving energy from factories to stores. You will be able to raid Cop bases to slow them down, and they will attack your bases with combined force. It will still be a while before this is all set up. I would also like to make models for the new cop buildings. My intention with this is to allows new players to have more fun with people who are already familiar with the game. Also to encourage people to work together and help newer players learn how to play. This should also make the premise of the game more clear. Since the switch to energy the idea has been that the government has a monopoly on this stuff and they don't want you to compete with them. This should make that much more clear to the players.

    Posted in: Project Workplace
  • 0

    posted a message on Hotkeys disappear during the game (aftter 2.0.4 patch)

    Thanks for the info guys. Seems to work great for my map.

    Posted in: Data
  • 0

    posted a message on Where to find model attachments now?

    I experienced a similar issue when trying to play sounds in response to clicking a button using ability sounds in the data editor. They would not play the first time then would mostly work normally. I just set up the sound files to run from triggers. Unfortunately this doesn't sound like something you can do with triggers. Maybe post on Blizzard forums and try to get one of the devs to address this change.

    Posted in: Data
  • 0

    posted a message on The Assets of Evil

    Wow this looks like a ton of helpful information about how to implement things in star craft. I am going to look at attack defend swap in the editor.

    Posted in: Data Assets
  • 0

    posted a message on Where to find model attachments now?

    @Monictor: Go

    So of course open the model in the cut scene editor. Then right click the name of your model in the bottom left of the screen. Then select show model data. It opens a new window with a folder for attachment points.

    You can also just press A in the cut scene editor to see where the points are.

    Posted in: Data
  • 0

    posted a message on Street Empires

    This week I made a new youtube video showing the work I have been doing on this map over the last 3 months. It is in the original post at the top of the page.

    Posted in: Project Workplace
  • 0

    posted a message on Cannot Set Tutorial in Arcade.

    @ShuckBeam: Go

    I got a tutorial to work on a map by making it another game mode and use the same file for the main game and the tutorial. I was having a similar problem to this. However it took a while to figure out how to get my triggers to recognize what game mode it was. I could look back at what I did if you want. Also I realize this isn't really what you are asking, but it is a way to make it work.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Street Empires

    Since I finished making all the ingredient and energy type models I have been making structure models. They are much more complicated and have taken 5 weeks of working on them every day for several hours. Fortunately I am getting better and faster with 3D Studio Max. It was quite interesting to make the Factories and Refineries. I read on Wikipedia about how these fuels are refined, and did my best to make models that could actually do what they are supposed to. It was also a challenge to figure out how to make it easy to tell 3 very small refineries apart.

    Posted in: Project Workplace
  • 0

    posted a message on [Melee Mod] Creep or Die! - Zerg Creep Spread Trainer

    I tried it out. It seemed pretty fun. It was very easy to drone like a maniac against the computer on such a big map. When the computer had no units left it said gg, but I couldn't accept victory and had to destroy all the buildings to win. It is a fun concept. I don't think I ever lost any drones and I had a ton of creep spread by the end. The timer got very close to running out.

    Posted in: Map Feedback
  • 0

    posted a message on [Request] Need info or a modeler, Unprecedented custom that requires a lot of work

    I am learning 3DS Max and making a bunch of models for my game. I learned how to get models in to SC2 with This tutorial.

    Posted in: Team Recruitment
  • To post a comment, please or register a new account.