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    posted a message on Units gathering minerals with their mouths (Carry Animation hosting operation issue)

    Thanks to both of you for your suggestions! I tried DrSuperEvil's solution and it worked flawlessly!

    Posted in: Data
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    posted a message on Units gathering minerals with their mouths (Carry Animation hosting operation issue)

    @DrSuperEvil: Go

    The problem is not that the SOp doesn't work - it does, the issue is that I can't seem to find a way to have different SOp points for the carried mineral for my Custom Gatherer and the default gatherers - so if I set the Carry Mineral Field Minerals actor (which is used by all workers) to use SOpAttachWeaponLeft, then SCVs also attach minerals at that point. It is also not clear to me how the behavior which that actor checks for attaching the mineral is applied, the "Carry Mineral Field Minerals" behavior, so I can't create a new behavior just for my Custom Gatherer.

    Posted in: Data
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    posted a message on Units gathering minerals with their mouths (Carry Animation hosting operation issue)

    I am currently trying to set up a worker with a custom, but I have stumbled into an issue. I can't seem to find a way to make it carry minerals on the SOpAttachWeaponLeft attachment point, rather than the default SOpAttachHardPoint. I can change the relevant actor (Carry Mineral Field Minerals) to use SOpAttachWeaponLeft, but then the default worker models such as the SCV no longer carry minerals in the correct position. I tried replicating the actor, but so far I have been unable to make my unit make use of it. I even created a new copy of Carry Anim actor and of the Carry Mineral Field Minerals and made them refer to each other and to my replication of the Carry Mineral Field Minerals actor, and made my unit use the new copy of the Carry Anim actor, but no avail. Any ideas on what I could do to solve this issue?

    Posted in: Data
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    posted a message on [Showcase] TwoDie's Models
    Quote from TwoDie: Go

    Created some basic planks as Construction progress model. Can be replaced and used using Terran Construction Actors. Ground texture is a Decal and uses Agria Ground texture.

    Will update abit textures and model itself. And will be published in assets as someone really would like at least such box to be in his advantage as constrution progress model.

    Biggest problem with it is that at the end of construction the decal disappears, and doesnt want to fade out over time. While testing the animation in Cutscene editor it does..

    This is really great. It would be very useful for anyone doing a mod that involves pre-spacefaring civilizations.

    Posted in: Artist Tavern
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    posted a message on WoW Model-Pack Requests

    @Daara87: Go

    Yes! That looks great :)

    Posted in: Art Assets
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    posted a message on Dog Retexture Request (Hemicyon)

    Hello,

    I would like to request a retexture of the dog model which comes with SC2. The idea is that the dog model would be retextured to look more like a Hemicyon (a prehistoric animal which shares characteristics with both modern dogs and bears). Here's a picture for reference:

    Hemicyon

    And here is a short description of the animal:

    Hemicyon was a bear that lived from the Early to Late Miocene in Asia, Europe and North America. The name Hemicyon means "half-dog," as the animal was built more like a dog than a bear. Hemicyon was 1.5 meters (5 feet) long and had powerful legs. Its foot bones indicate that rather than being flat-footed like modern bears, it ran on its toes, suggesting it was a fast runner. This further suggests that Hemicyon was an active hunter whose diet included more meat than is usual for modern bears.

    Posted in: Art Assets
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    posted a message on Issues with HotS Campaign Dependency
    Quote from SoulFilcher: Go

    @Andrettin: Go So you're working with Display All Sources enabled, which means you get one version of evrrything for every dependency that changes that thing (unit, acotr, weapon, whatever). If you're not familiar with the editor I suggest turning it off so you will only see one of each. Its one of the buttons in the top bar.

    Thanks! I'm familiar with the editor, but for some reason the Swarm.SC2Campaign version of the Barracks hadn't shown up previously, but now it shows up in both the list of units in the data editor and as one of the links from the Train Elite Unit button.

    Posted in: Data
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    posted a message on Issues with HotS Campaign Dependency
    Quote from SoulFilcher: Go

    @Andrettin: Go You need to go to the Barracks' command card and remove it.

    I had checked that already, but it wasn't there. But, it just so happens that I missed the SwarmCampaign Barracks, and had instead checked the melee one. Thanks very much!

    Posted in: Data
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    posted a message on Blizzard's policy regarding custom models.
    Quote from Leruster: Go

    @TheLostAzn: Go

    You're saying that the system is flexible. I'm saying that it's either overlooked or even if it's allowed then just wait until one of that mods will cause some storm between Blizzard and given franchise rights owner. Just because killing occurs doesn't mean that it's allowed ;)

    There is so much things in this world, so much words to describe mod/units that I don't even know how anyone can use copyrighted or not Blizzard's franchise. I mean, I don't get it. Why do you risk removing your mod, after all that hard work you've put into creating it? Design your mod in a way, that it won't bring ANY doubts. I wouldn't count on leniency :)

    Good comparison: Star Wars' AT-ST Warhammer 40k's Dreadnought and StarCraft II's Viking

    The resemblence is there but I don't see lawsuits flying around. You can design something that looks somehow similar but doesn't resemble the other thing that much. Do exactly the same with your mods and I think it will be A-OK :)

    The problem is that if you're going for a certain kind of flavor, then names, settings and etc. matter immensely. None of this would be as much of a problem though if Blizzard allowed us to play downloaded maps without having to go through the editor.

    Posted in: Artist Tavern
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    posted a message on Issues with HotS Campaign Dependency

    Hello,

    I added the HotS campaign .mod file as a dependency to a map I am making, but it had an unfortunate result: the Terran Barracks gained a "Train Elite Units" button, which allows the training of War Pigs, and etc. I looked at the data editor, and I found the relevant Train Elite Units button, but unfortunately I couldn't find how it is being linked to the Barracks; I couldn't find any such link in the data editor, even though the button shows up in the Barracks in-game.

    Any ideas on how I could fix this?

    Best regards, Andrettin

    Posted in: Data
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    posted a message on WoW Model Viewer: Buildings??
    Quote from Daara87: Go

    Once I finish working on my models I will make them available to the public.

    Please do. I saw your gallery and many of those models would be incredibly useful.

    Posted in: Art Assets
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    posted a message on WoW Model Viewer: Buildings??

    If you manage to do it, it would be great! Tribal-looking buildings such as the Orcish ones would certainly be very nice additions to available modding assets.

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests
    Quote from EchoedRequiem: Go

    Lookin for a copy of the Human male and female models, with textures, and a ridiculous amount of armors and weapons, figure rather than importing way too many different models I'd try to save some space by just using those two, then equipping them with armors and weps as needed. Would also make a great mod file for all those rpg makers out there.

    I fully support this idea. It would be even better if those models were supplied naked, so that we could dress them up as we wish.

    Posted in: Art Assets
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    posted a message on Model Retexture
    Quote from SoulFilcher: Go

    @Andrettin: Go In theory you can't use ActorDestruction to do that, because the actor was destroyed and wont respond to events anymore. In this case it would be better to use ActorCreation for the death actor. But I'm not saying that would solve your problem.

    The Command Center doesn't have a death actor though (the death model is part of the normal actor). Should I then create a death actor for the command center? If so, how?

    Posted in: Data
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    posted a message on Model Retexture
    Quote from DrSuperEvil: Go

    Odds are you are retexturing the smoke particle emitter to use a 0 alpha texture (blank). Just do not retexture that to avoid it. Else you are messing with some other field that is unrelated to the retexture.

    The Combat: Death Actor Model field of the Unit type actor uses a Model type actor that is created on death for the visual. Some units use a completely different model from the live unit model. You need to make sure this model is also set up to be retextured.

    I did exactly that, I set up the death model to be retextured as well (I applied the tutorial method to the Command Center's death model), but it didn't work. I tried setting up events to change texture upon death, but that didn't work either (I tried using "Actor Destruction", "Unit Death" and "Unit Death Custom", but none of these worked).

    Posted in: Data
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