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    posted a message on Problem with replacing textures after patch 1.2

    Since the patch, my editor freezes up like crazy when I have a custom texture imported to replace an existing unit's skin.

    It freezes up for like 1-2 minutes before finally displaying the unit, and subsequently keeps freezing as long as the unit is still in the display port.

    Who else has this problem? And does anyone not have this problem or has fixed it?

    Before the patch, everything is smooth, since my computer specs are relatively high end. If this is a problem that everyone has, then hopefully it'll be fixed by blizz soon.

    Posted in: Artist Tavern
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    posted a message on The Texture Shop (request icons and textures)

    @Redknox1994: Go

    There seems to be a problem with making replacement textures after the new patch. It freezes up my editor whenever i try to display a zergling with a different skin. It's not just limited to me, there seems to be others with the same problem. I'm thinking everyone has the same issue.

    I think this problem may prevent me from continuing the project for now... ;[

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @jaxter184: Go Thanks, i just took the FX from a previous project of mine. I've been thinking of making a small banner for this place to be placed on my sig or anyone who wants to help promote. I want it small, so that it can fit on anyone's sig area, even if they already have stuff in there. Any ideas?

    So i've been updating the first post, but i'm not sure who i should credit for these:

    • liftdown.dds
    • liftup.dds
    • wireframezeratul1.dds
    • wireframezeratul2.dds
    • wireframezeratul3.dds
    • wireframezeratul4.dds

    I think jaxter started them, and draconis fixed them up. Maybe i should just make a section of "joint effort" pieces? Where i list all parties involved in completing the piece...

    I was thinking of putting it under the person that started the icon with an annotation by the texture name listing the artist(s) that helped finish.

    Below is just the preview image that i'll be using for the zeratul wireframes.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @Keyeszx: Go Make sure you close the new file that the editor always opens on startup, and don't confuse it for your map that has kerrigan imported. Check import menu to see if the file is there, and selecting it will display the preview image on the right. Which should show a reddish shoulder/arm area.

    Make sure you have all the correct dependencies to have kerrigan as a unit.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)
    @Keyeszx: I'm not sure whats going on, but when i was trying to do the zergling skin change, it kept crashing my editor when i tried to view the new zergling. It worked after a couple attempts, but most of the time it would almost freeze up my editor. My PC is pretty powerful, so i'm not sure what is causing this problem, hopefully blizzard didn't put in some way to prevent us from replacing their existing files after patch 1.2. Same thing is happening to me when i'm trying to view the kerrigan skin from jaxter, its freezing up my editor. But after waiting a minute or two it actually shows up, and it looks like it's displaying correctly. Kerrigan with a red patch around shoulders and arms.
    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @jaxter184: Go Did you intend to put red all over the shoulder in the kerrigan texture? There's an alpha channel, but there's also a large amount of red in the RGB channels in the same masked region.

    @Keyeszx: Go

    • Make sure you have the dependencies required for Kerrigan
    • First, open up Import module (F9 key)
    • Select "Import Files..." from right-click menu inside the white space (or Ctrl+I)
    • Deselect everything, and select the file you want to import ("Kerrigan_diffuse.dds"). Press OK.
    • Right click "Kerrigan_diffuse.dds" that shows up in the file structure and select "Move Files..." (Ctrl+M)
    • Select "New Path:" radio button, and enter "Assets/Textures/" into the text box. Press OK.
    • File -> Save (or Ctrl+S), and exit the editor completely, and re-open Galaxy Editor and open your file.
    • Put a Kerrigan unit out and marvel at the skin change! D:

    Note: keep in mind that the file structure must show correctly inside the import editor as "Assets/Textures/" to successfully replace the original texture.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)
    @jaxter184: Textures aren't packed into the model files, only the data on how to skin the model using the external texture files. They are named *_diffuse.dds All you have to do is edit Kerrigan_diffuse.dds and re-import it, then move it into the same folder as the original (ie, Assets/Textures/) within the import module. Imported files supersede default files when the game loads the data.
    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)
    Yeah would be cool if he posted an image and indicated where he wants color. Or i guess you could "surprise" him. Just realize I've fallen behind on updating the first page, but i'll catch up on all of it today.
    Posted in: Art Assets
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    posted a message on Nazi Zombies with TPV - - Looking for partners to make

    For thirdperson view look here http://forums.sc2mapster.com/resources/trigger-libraries/7277-third-person-shooter-tps-engine-download-if-you-need/ or search "third person" on the forum.

    And for targeting and shooting look here http://forums.sc2mapster.com/resources/tutorials/1626-trigger-how-to-target-with-mouselook-tracelines/

    That should get you started. I think even if you're looking for partners its good to know how to do a little of this part, just so you can freely adjust things too.

    Posted in: Project Workplace
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    posted a message on Using Blender for Models

    The .m3 files are the "SC2 models". They are inside folders like Assets/Units/Terran/Marine/, either use MPQ editor or use the Galaxy Editor to export, check inside Previewer.

    There's only a M3 plugin for 3DSMax so far that we know of. You could probably still do your design work in Blender and import into 3DSMax later, and then export to M3 format from there.

    But if you plan to edit existing M3's then you'd definitely need 3DSMax to import the m3 files first, where you go from there is up to you.

    Search "m3 plugin" in this forum for more info on that.

    Posted in: Artist Tavern
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    posted a message on The Texture Shop (request icons and textures)

    @jaxter184: Go All you have to do is take the _diffuse.dds files and add in an alpha layer. The team color shows through on invisible sections of the alpha (aka the darker shades with black being completely the team color).

    So you would add an alpha layer to kerrigan_diffuse.dds, and then paint sections where you want the team color to show up. This may or may not work automatically, since I believe there is a flag inside the model files that decide whether or not team colors will be represented by the diffuse map alpha channel.

    Been very busy lately, all these things that require going into 3DSMax will have to wait. But if someone else wants to work on it, i'd be willing to help you fix up the model files to work with your new textures, since its basically just importing, change a setting, and exporting again.

    Posted in: Art Assets
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    posted a message on SCIIMapster iPhone/iPod Touch App

    the $100 is a minor matter if someone is already very active in the ipod dev scene. Any takers?

    @QueenGambit: Go shouldn't sc2 be played horizontally?

    Posted in: General Chat
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    posted a message on Starting an actual wiki

    I think it can easily work with both scripting AND galaxy side by side. That way it'll work for people that work with only triggers or only galaxy, and also allows people to easily cross reference the two when discussing implementation with other mappers.

    I would include the two on the same page but under a separate h1 heading. I could help facilitate the part on how to match galaxy scripts with their corresponding triggers.

    The page on each native function is still useful, as we can link to those native description pages on the individual trigger-action/galaxy-script pages.

    Posted in: Wiki Discussion
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    posted a message on FPS Camera Question

    @zeldarules28: Go

    Not sure if patch 1.2 did anything to change this, but it hasn't been possible as the cameras are more or less defined by the target in which they are pointing at.

    you may be able to code the camera to move in a way that simulates attachment to a unit's face, but it will be very jittery as it will use periodic triggers.

    Pre-patch 1.2, the best you could hope for was a decent 3PS experience, or a FPS experience that practically negates the unit model itself and just operate as a floating camera. I haven't really played around with editor post-patch 1.2, but from the change logs it doesn't look like the FPS camera issue has been resolved.

    But there's always the possibility someone will come in here and prove me wrong. Low chance is still a chance.

    Posted in: Triggers
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    posted a message on Funny bugs with 1.2

    Invasion of the banelings!

    Reminds me of

    Embed Removed: https://www.youtube.com/v/fzMhh8zhTiY?fs=1
    Posted in: General Chat
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