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    posted a message on ORPG Project, looking for people.

    I'm a little behind catching this post it looks like, but I'd love to jump into this project as well and be a big contributor for whatever needs done. I've been playing in the editor since I got the game a few days after it was released, about 2-5 hours a day almost every day. I'm still no-where as knowledgeable as I'd like to be but I'm getting a decent idea of how things work. I played in the wc3 editor and broodwars a tiny bit but I never released anything. I also have 3d studio max and with a little bit of a nudge from someone else that knows how to export I think I could help with creating custom items/characters. I'm not the best modeler but this is certainly one way to get better at that as well. I'll be happy to contribute any way I can, coming up with ideas for quests as well as quest rewards/placement etc. would be kinda fun too. For now I hope I can join and see where things are at and jump in as soon as possible! =)

    Posted in: Team Recruitment
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    posted a message on Is this possible to do with a bridge?
    Quote from KratsAU: Go

    You would probably need to be a bit tricky and use triggers to get this to work.

    For example setup the bridge to look right, then have a region so that when a unit enters you actually turn it into a flying unit with a height that matches the bridge, so it looks like it's walking accross but is actually flying. Then when it leaves the bridge you revert it back to a ground unit.

    I think something similar was done in Wc3 to simulate bridges that you could walk under and across. You might also need air path blockers on both sides of the bridge so they can't just walk off it.

    Ya, Ironically I thought about this but then I started to think about whether I really cared about making a bridge that badly, especially if I needed to do this more than once.. So I just tweaked the map a little and said screw it.

    Posted in: Miscellaneous Development
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    posted a message on Your reaction when you mispelled a captcha

    Captcha

    Posted in: Off-Topic
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    posted a message on Is this possible to do with a bridge?

    Ya it's terrain objects not doodads, you can't do the same thing with terrain objects unfortunately. My whole plan was to figure out how to create an overpass that units could go over the bridge and under it but as far as I can tell there's only a single plane that terrain can be built on.

    Posted in: Miscellaneous Development
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    posted a message on Triggers help?

    @zephraph: Go

    This sounds pretty cool actually, I wouldn't mind seeing it.

    Posted in: Miscellaneous Development
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    posted a message on Watch fullscreen flash while working on another screen

    I've been wondering about this for a long time but never actually looked around. Apparently this solution has been found. I hate watching a tutorial on one screen but not being able to keep it maximized on my 2nd monitor because I'm working in the editor on my first monitor. So, this guy made a "patch" to the flash file that makes it so the flash window stays full-screen even if you're working on a separate monitor .. WOOHOO imo..

    To make it work in windows 7 I had to put the file here: C:\Windows\SysWOW64\Macromed\Flash folder I'm not sure where it goes for other operating systems but it probably says something about it on this first link. To note I also have a 64 bit version of windows so it may have to go in a different directory even on the 32 bit version of windows 7. Take a look around, it shouldn't be too hard to find on that page. Other files in the same folder for me are "FlashUtil10h_Plugin.exe and FlashUtil10h_ActiveX.exe so maybe if you find those files on a different OS it'll be the right spot to put it. Good luck, hope someone else finds this as useful as I do!

    Link to the blog post

    The actual file to download

    Posted in: Miscellaneous Development
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    posted a message on Using Flash

    @Molsterr: Go

    Just a thought, but maybe the methods that blizzard implemented are marked as private meaning maybe only certain controls built into the game (not the editor itself but in the game engine) do that particular thing. Another thought is that perhaps they thought about this when they made it and didn't want us to have the ability to create any swf file and toss it in. Although if it is possible that would be awesome. I saw this in the editor too but I'm not much of a flash programmer. It'd be awesome if there is a way though.

    Posted in: Miscellaneous Development
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    posted a message on Simple RPG

    Just lookin for any ideas, this is super alpha of course, don't even have units or triggers in yet, just throwing the map here to see if the layout is ascetically pleasing enough or if i should tweak anything b4 i dig into other parts.

    Posted in: Project Workplace
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    posted a message on Is this possible to do with a bridge?

    If you actually place the object, you'll notice that the height is defaulted to 0. I haven't be able to figure out a way to set this height via the editor (if someone does, please let me know). For now, the only way to change the height is to open the map in an MPQ editor, open t3Terrain.xml, and find the entries that look like:

    <cliffDoodadList num="4">
    <cliffDoodad name="Bridge" pos="119.000000 10.000000 4.000000 " rot="0"/>
    <cliffDoodad name="Bridge" pos="155.000000 10.000000 4.000000 " rot="0"/>
    <cliffDoodad name="Bridge" pos="103.000000 65.000000 4.000000 " rot="0"/>
    <cliffDoodad name="Bridge" pos="31.000000 91.000000 4.000000 " rot="0"/>
    </cliffDoodadList>
    ~~~~~~~~~~~~~~~~~~~~~\\ Got that from: http://forums.sc2mapster.com/development/tutorials/893-data-terrain-bridges-a-terrain-objects-and-footprints/
    Maybe it'll help someone else.

    Posted in: Miscellaneous Development
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    posted a message on Is this possible to do with a bridge?

    Thanks for going all out there, I figured out you can go into the xml file (export it using an mpq tool) and change the height manually. It doesn't seem to work in the actual galaxy editor, but it is possible to manually change it. I'm still working on doing what you were able to do but thought you'd like to know it is possible to change the height, you just have to cheat.

    Posted in: Miscellaneous Development
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    posted a message on Is this possible to do with a bridge?

    I want to have a bridge that closes a gap between 2 cliffs, making it so you can walk between the 2 cliffs, like there's a valley in the middle and you're walking over the top of it. Here's the map so you can maybe understand and help me out if this is even possible. Thanks.

    Posted in: Miscellaneous Development
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    posted a message on [Model] Exporting from 3dsmax and importing into Galaxy

    @froznic: Go

    Never mind, I dug into 3d studio max and did some searching around. Think I'm to the point where I understand everything you're doing in the video, gunna go try it out now -.-

    Update

    Yay got it to work.. Thanks for the vid, it helped me figure it out all the way even though I still am not sure how to make it possible to click on it and move it around like you did or even add a texture to it. If nothing else I'm able to import custom doodads which is sexy!

    Posted in: Tutorials
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    posted a message on [Model] Exporting from 3dsmax and importing into Galaxy

    An explanation of what you're doing would be kinda nice.. I don't know anything about 3d studio max but i'd love to do what you're showing.. just have no clue what it is you're actually doing.

    Posted in: Tutorials
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