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    posted a message on Changing Map Terrain/Saving data

    How do I save the data as a mod? I'm aware I can make a new document as a "Dependent Mod", but if I already have the map with the data that changes all of the units' sizes, how do I save that data as a mod? I'm very new to a lot of this, so specifics would be greatly appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Creating and Importing Custom Textures

    @EDHRIANO: Go

    It's not actually a new model, it's just a retexture. Though if I can figure out the modeling side (preferably using Blender, as I can't afford 3ds max), I may make some tweaks to the model as well, since I kind of want her without the ponytail. I might upload it if I can figure out how to get any of it to work, lol.

    @SoulFilcher: Go

    I'll give that a try and see.

    While we're on the subject of models and such, did Blizzard get rid of the model previewer in the Galaxy Editor? I remember there used to be a way you could preview models and watch their animations and such. I know you can open it up in the scene editor, but is there a way to play/preview their animations in the Galaxy Editor?

    Posted in: Artist Tavern
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    posted a message on Creating and Importing Custom Textures

    @SoulFilcher: Go

    I tried that, but it doesn't appear to work. I've messed around with all the other textures, but nothing so far. Messing around with the normals just makes look even weirder. I tried blacking out the spec texture and removing the alphas, but that didn't do anything. If I import nothing but the diff, it creates that shiny effect. And like I said, I tried removing the alphas from that as well, but as far as I can tell, it didn't work. Would it work better if I copied the model, changed its textures to a completely new one (rather than replacing the old ones), and imported those?

    • sigh* I miss the days of Warcraft 3, when modding and map-making was easy.
    Posted in: Artist Tavern
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    posted a message on Creating and Importing Custom Textures

    So I'm working on a little tps project centered a ghost character of my own creation, which is based off of Nova from Covert Ops, but with a custom texture. HOWEVER, when I changed the texture and imported it into the game - changing the path to overwrite Nova's the default textures - it made her all shiny and weird looking, as shown below. All I changed was novaex3_diff.dds and novaex3_emiss.dds. Can anyone tell me why it's all shiny like that, and how to fix it? I don't necessarily mind that the armor is like that, but her skin and hair bother me. Unless she's an android, it doesn't really work for my project.

    Shiny!

    Posted in: Artist Tavern
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    posted a message on Changing Map Terrain/Saving data

    Hello everyone! Got a question for ya:

    So I've recently decided to get into Sc2 map making, and I'm working on a third-person shooter project. As part of it, I'm changing the scale of most of the units and doodads to be more accurate to what they would actually be. However, I'm planning on making multiple maps with different types of terrains, which leads me to my question.

    I've created a single map that has all of the data (including the scale of my units). It's currently on the Korhal City map textures, but what I'm wondering is if I could change it to, say, one of the space platform maps. I'm aware that you can swap/add texture sets, but that doesn't change the cliffs, or turn it into an actual space platform, if you understand what I'm getting at. So is there a way to change the entire terrain to a different set like the space platform, or would I have to create an entirely new map? If it's the latter, then is there a way to save the data as a dependency/mod so that I could load it into a new map when I create it, without having to manually change the scale of all of the units every time I create a new map?

    Posted in: Miscellaneous Development
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