• 0

    posted a message on 1.5 "Fun or Not", do you still use it? Invisible Lobby = Bad?

    a new depravity of the post-1.5 Fun or Not game lobby system:

    http:imageshack.us/photo/my-images/31/funornotfailstart.jpg/

    what happened here is, an open game became chosen as the dumping ground for Fun or Not.. the initial impatient host left, and a Fun or Notter was chosen to be the next host. The game was almost full and ready to start.. but host wouldnt start. People screaming for him to start, but nothing. I message to see why he doesnt start, without responce. 2 minutes later i finally learn he cannot see the lobby because he joined via fun or not, and thus cannot start the game. Even though he is host of an open game on the open games list, with players such as myself who can see the lobby.

    Posted in: General Chat
  • 0

    posted a message on [Demonstrate]1.5 alpha hidden feature - Creep Engulfment

    @Taintedwisp: Go "Hey can we keep the effect but remove the Surrounding Creep? that green creep makes me think it could be awesome to use on jungle maps to simulate Growths such as Moss on the buildings."

    This is probably considered necromancy but, i think i can answer your question.

    You can have creep engulfment selectively effecting just buildings (to make it look like moss) without spreading over the surrounding terrain, by simply making the creep in a very small circle, just under the middle of the building, or just about covering the building without sticking out of the edges (or perhaps sticking out of the edges a little bit for effect). With the creep painting tool it should be effortless.

    It would also be advisable to replace the creep texture with one of the nicer dark-grass textures.

    Posted in: General Chat
  • 0

    posted a message on Simple Q : flying height sampling radius?

    Is there one?

    i have looked through the unit data fields, actor data fields, and model data fields. there does not appear to be a specific flying height sampling radius (or even an equivilent for all units).

    there is a tilt, but tilting isnt good enough, especially for flying units. my flying units are clipping the cliff edge as they fly over it, but if i increase their height then it is wrong for when they are not going over a cliff.

    i cant seem to make the unit lift prematurely, in preparation for a terrain-height increase; like they did on war3.

    Just another Galaxy Editor weakness or ?

    Posted in: Data
  • 0

    posted a message on M3 Exporter

    http://www.sendspace.com/file/s3k5sv

    there

    issues:
    1) all animations except Attack play only the first 2 frames
    2) the glowing attack-flash material has refused to export
    3) the full reflectivity of the firing-crystal is not exported. it appears either the reflectivity map wasnt attached properly, or the reflectivity modifier was reduced.

    however no official errors were encountered while exporting. you could probably see the problem yourself with Max 9 :)

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    i did what you said a while ago, and the post i put up 17 hours ago fully explained this; but curse's server-side software is obviously too Mickey-Mouse to handle a 17mb mp4 file; so everything i wrote was lost without any error messages.

    i dont want to have to write it all again, for the time being.. so the long and short of it is: it appears to work.

    there are however seperate issues with the Export script, from 1.8 onwards; which means that i am effectively still stuck on 1.7b :) if i could attach SpazzyStalker.mp4 again you would see the issue.

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    any idea how long posts with big attachments (ones with an unarchived video) take to be 'confirmed' ?

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    well i resolved my problem with textures.. the materials editor button was secretly hidden off-screen. the 3d studio max series has a terrible terrible lack of intuivity with its interface and mechanics.

    how did you alter the animation so that it refused to export? i can test with my now-fully-functioning ancient of war.

    btw leruster now has a working copy of max 9 so, there may be a fully functioning 2.1 for it soon :)

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    yes. works fine with perfect models atleast; meaning its possible to import an official model extracted directly from a sc2 MPQ, and then export it again and use the exported model in sc2 - minus features which 1.7b doesnt support.

    i have not tested it with models which have been altered in any significant way.

    i *did* try importing an ancient of war from WofW but the skinned textures didnt come out, even in Max. however i think that may be because there is simply alot of extra stuff one needs to do to make WofW models work correctly, particularly textures. the Ancient of War's animations themselves were fine, and worked in sc2. i will follow certain guides to see if i can resolve that problem through normal means, when i have the time :)

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    the root of Max 9's problem

    so i finally found some free time to do some trial-and-erroring of version compatibility.
    the root of the problem is the plugin sc2objects.ms

    the version of this file up to 1.7b works perfectly.
    the version released after quite some delay in 1.8 encounters the following issue (which has been reported before):
    "Exception: Syntax error: at on, expected <rollout clause>
    In line: on c <<
    ".
    which resolves to "on clpCol1Start changed val do (colour1start = SetP4Col val)", which is a new piece of code not present in the previous version.

    as a reminder of what changed that patch:
    "Version History:
    0.06 - March 5th 2011
    Added sc2pemitter particle emitter support
    Added sc2attachment volume support
    Added sc2boundsphere custom bound sphere support
    Added sc2bitmap animation support
    Improved sc2attachment wireframe display
    Improved sc2bitmap support
    Miscellaneous code fixes and improvements"

    this occurs identically on all version of sc2objects.ms right up until 2.1.
    on 2.1 (the most recent version) the error remains, but a new error occurs beforehand:
    "Exception: Syntax error: at on, expected <rollout clause>
    In line: on p <<
    ".
    this resolves to "on pcklayerColour changed NewColour do".
    this new piece of code occurs before the previous bugged code has been reached.

    the error in the plugin prevents all scripts from 1.8 onwards from functioning, because they all require updates present in their accompanying sc2objects file. so that is the error.

    Posted in: Third Party Tools
  • 0

    posted a message on New RTS Game ($1,000 budget)

    that unit is amazing.. its atleast 3 times better than his defiler. im assuming you'll want to get the floating a bit more realistic before the end.. but yes, incredible.

    when it is finished it could possibly be the best completely-custom unit made so far for SC2. its like Ghost's arclite siege tank but with the bonus of originality, and a much higher poly count.

    Posted in: Team Recruitment
  • 0

    posted a message on Quick and dirty Smash TV project. Who can help?

    when i saw the title i laughed, because i knew exactly how you feel

    its really something ive wanted, although ive had so many other ideas banging around my head i never bothered. (i.e. remake of Blood Tournament - a russian map nobody would have heard of, which was incredible; a Pick the Colour Not The Word map; and also i wanted to revive an unfinished project from war3 called Room Conquest, but Fulla kind of beat me to it with Room Wars 2 years ago, so i ditched that)

    I also understand what you say about never finishing things because the ideas are too big.. i think i must have had 3 maps on SC1 and 5 maps on War3 which i did some/all of the terrain of, and in 2 cases placed all the units.. then gave up early on in the triggers. Infact i only ever finished 1 war3 map, and that was originally someone elses which i improved 10-fold. On SC2 alas my claim to fame lies only with rebalancing SC2BW, a very personal project i did entirely for myself, and for Justice.

    Although i have a big fat project technically on my plate right now, im desperately looking for reasons to procrastinate and not do it. Your remake of smash tv sounds like a perfect opportunity to push it back some more.

    Be warned though, im EU, so its unlikely we will be online at the same time. You may also find your project goals increasing in exponential bounds the moment i touch it though; i tend to take a Door and make it into a 3-story Elevator.

    Posted in: Team Recruitment
  • 0

    posted a message on 1.5 "Fun or Not", do you still use it? Invisible Lobby = Bad?

    I was just wondering if people still use Fun or Not after 1.5. I was a serial fun or notter until Cortex Roleplay monopolised it about 7 months back, then i gave up. I was hoping 1.5 might displace cortex and resurrect what was a very good system of finding new maps.. but when i saw the lobbies were invisible all hope faded.

    The problem is that people relied on the lobby for 3 things: 1) To see if it was a map they wanted to play (and thus worth waiting for). If it wasnt but they were on their own or with 1 guy, it was possible to 'map refresh' to get rid of the Cortex carcasses and clear the way to a good new map before more people arrived. 2) To see how many people were in the lobby so they could gauge what the waiting time would be, and whether it was worth waiting another 5 minutes. 3) The host could prematurely start the game if it was clear there would not be any more players coming in the near future, and that several newbies were on the verge of leaving.

    With an invisible lobby, nobody has any idea what map they are tied to, whether they are host or not, or most importantly, how many people are waiting with them. They cant talk to each other either, nor can anyone start the game prematurely.

    This results in the incredibly impatient and instant-gratification-seeking masses simply pulling themselves out of the queue after a minute, because for all they know they could be waiting 1 hour. They probably arent too wrong in that estimate either, because it is now physically impossible for Fun or Not to start outside of Prime Time. As a result even Patient players will learn very quickly that it isnt worth waiting, and/or stop using Fun or Not completely. This is my experience in 1.5 so far, anyway.

    Unbeknowst to them, had they been able to see the lobby, they may have seen that the game was already half full, that it was a game worth waiting for, and that they wouldnt have to wait *too* much longer. They would also have other players to chat with while waiting, and should the remaining slots take too long to fill, the host could have always manually started the game countdown.

    It seems to me invisible lobby has thus killed Fun or Not outside of prime time, and reduced its use in prime time too. I also believe people may eventually stop using it altogether, because of bad experiences outside of prime time, which cause players to be hesitant to click the button even during Prime Time, after remembering how they spent 30 minutes waiting for a game earlier to no avail.

    The potential death of Fun Or Not may have dire consequences for map makers, because it was the life-line undiscovered maps needed to be found. Starstrikers and Warships are 2 perfect examples of maps that would not be enjoying the sucess they now have, had it not been for the old Fun or Not system (pre-cortex). I could also list 20-30 relatively fun maps (like runecraft, genetic lab wars, zone control) which were Fun Or Not regulars, which are no longer on the horison at all :/

    Or perhaps you're still playing it madly every day? What to do you think.

    Posted in: General Chat
  • 0

    posted a message on M3 Exporter

    I have no idea why nobody has mentioned this before.. but the scripts dont actually rollout any kind of User Interface of any kind..

    I have tried running the scripts in 3DS Max 9 (old) and 3DS Max 2010 (quite new). Both programs successfully load the UI of other scripts, but not these.

    I have put them in the startup folder, outside of it, run them manually, opened them and evaluated/parsed them.. No errors are detected, so the scripts are accepted.. but they just dont load any UI. I have also investigated the 'hammer icon', but none of the scripts appear there. No errors, just no UI. Almost like the program goes to load them but then doesnt bother.

    Both Max 9 and Max 2010 are FRESH installations, installed seperately of each other. I installed 9 exclusively to use these plugins. It has never been used for anything (not even run before) and has no customisation of any kind. When it didnt work i uninstalled it and rolled back my system, then installed 2010 instead. Again, completely fresh install; never been used before. And again, the scripts didnt load any UI.

    If it helps im running Windows XP SP2.

    Edit: Ok, so there are 2 different MaxScript buttons. One button in the topbar menu, and another button inside an integrated tool window on a different part of the screen, which is opened by pressing the hammer. The "MaxScript" button on the top does absolutely nothing, while the "MaxScript" button on the hammer-opened window opens a new window, with MaxScript buttons that actually work. Then the program itself eventually appears on a 4th window attached to the bottom of the 3rd window, attached to the bottom of the 2nd window (which was opened with the hammer icon).

    Posted in: Third Party Tools
  • 0

    posted a message on 3D City Defense -OPEN- test for public (Sunday)

    this is only on US i presume?

    Posted in: Project Workplace
  • 0

    posted a message on WoW Model-Pack Requests

    Zarakk you are brilliant, brilliant, brilliant. When SC2Eagle bit the dust, i thought i'd have to actually re-install WofW for the umpteenth time..(takes about 3 days) just to get some models/textures i needed. You pretty much have a complete catelogue of all the main things anyone would want.. incredible.

    Edit: I have actually realised there are a few important things still missing from the list (which i need), but that should not in any way detract from my praise. The assets that you and others have created/compiled represent a wealth of extremely useful components for the map making community.

    The missing models/textures which would be most useful, and in order of importance, are:

    1) A Treant (they have multiple textures, but priority on the conventional tree-like one).

    2) Ancient Protector, Ancient of War, and Ancient of Lore. I believe all 3 use different models.

    (One of the ancients or treants needs a full 1024x1024 texture if it exists, for close ups)

    3) A small selection of basic non-undead Spiders (there are many, many different spiders around azeroth - most useful would be the most realistic looking ones).

    4) A small selection of non-naga Serpents (mostly called Cobra and Adder, and occassionally Viper; none of which are actually snakes, but instead stand up).

    5) A couple of basic wasps (they have multiple textures, but priority on the conventional wasp-like one)

    6) A fungal giant/bog giant model with a variety of textures they come in. (its one model for both of them)

    7) A couple of basic Silithids (the insect/spider-like creatures that live on creep around silithus and tanaris). I believe they have a few different models.

    Again, great thread.

    Posted in: Art Assets
  • To post a comment, please or register a new account.