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    posted a message on (Solved)Exported and imported model bad texture mapping

    @NiNtoxicated01: Go

    I got it working, and that decal map probably played some role. I figured that in order to have all textures tip top its good to add textures in dds format to 3ds maxs "maps" folder, then it goes no problemo. But Im currently having another issue with attachment points not working correctly on all animations.(better said works only on walk..but thats for another thread)

    Thanks anyway for the reply.

    Posted in: Artist Tavern
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    posted a message on Broken attachment points on imported models?

    Simple issue. When I import a model with attachment points. And then attach a model to that point, it will be at that place, but will not move with model animations. The only animation on witch it moves with the model is actualy "moving" PS:I did attach my attachment point to the correct bone, it just seems that imported models have broken attachment points. Anyone know a solution?

    Posted in: Artist Tavern
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    posted a message on (Solved)Exported and imported model bad texture mapping

    @tFighterPilot: Go

    I didint, the whole import/export procedure goes screwed even if its untouched

    Posted in: Artist Tavern
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    posted a message on (Solved)Exported and imported model bad texture mapping

    My situation is:

    • I export a marine model from SC2 and his diffuse texture.
    • I open it in 3ds max, do some harmless stuff, apply the texture.
    • I export from 3ds and import in SC2, and the model is textured, but it seems its not mapped as it should be.

    Did anyone solve this issue please?

    Posted in: Artist Tavern
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    posted a message on Custom models not rotating(fixed-bad unit picked)

    @Noidealol: Go

    I figured it out .. my fail. The unit I used is immortal. But he does not rotate with his body when moving. He rotates his turret cannons.

    Posted in: Artist Tavern
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    posted a message on Custom models not rotating(fixed-bad unit picked)

    So here is my issue.

    When I import a custom made model(from 3Ds max) into SC2 and apply it to a unit for example, it will not rotate to the direction the unit is moving. Everything else is fine, animations playing, but the unit keeps constantly facing 0 degrees.

    Can anyone help with this please? Thanks for your time.

    Posted in: Artist Tavern
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    posted a message on Portrait issues(camera, clickability)

    Hi, so im having these issues.

    1. I cant seem to set the camera of a portrait correctly. the thing is, the parameter required is a "string" and not a camera, so, I dont know how to set it. creating a camera and then setting the string to its name doesnt seem to work and I didint find anything related in the data editor.

    2. The portrait is in my "character tab" .. so at the same position as a dialog. the thing is, that I cant click on dialog buttons and other stuff because the portrait seems to eat all the clikcing.

    3. when the portraid loads, there is a "loading" animation that looks like its establishing connection .. you know if you created a portraid. And I want to turn it off. (I turnedoff transitions background border)

    Thanks for help.

    Posted in: Triggers
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    posted a message on Every game frame loop posible?

    @Mogranlocky: Go

    Well, the problem with change height over X is that in slow movement, its linear .. and, maybe I want it to be parabolic or something. And in high speeds, it seems to be bugged. (It changes its linearity 2 times.. in my tests)

    So, for example, what I was trying to do, is a bullet for my TPS. A fast one. The problem is, to do a smooth move to XYZ unit/actor, the timer needs to be like 0.00000001 wich is imposible, then, to create a very fast unit, the change height to .. over X seconds is bugged above arround 70 unit movement speed, so its kinda slow. And another thing / side note: The event unit enters range of unit or region seems to be bugged at higher speeds to because simply sometimes it does not fire when it should.. so, there is a lot of problems.

    also, I had a failure with simply firiing a missle, becauses, at short range, when a fast missle (150movement for example) seems to bug. Maybe I didint give it enough turning rate(dunno where that is set anyway) but is can get stucked in loops and simply will never reach its target .. will just fly over in circles.

    So, idealy, I would like a very shrt timer, or simply blizzard letting me set unit propertys as variables or functions .. anyway .. in the engine, movement must be defined as functions because each frame the engine must calculate where the unit is at because, the game speed is not FPS locked.

    Posted in: Triggers
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    posted a message on Every game frame loop posible?

    @M0rt1mer: Go

    ok, but then, what about things like "Set unit height to X" .. there is no blend option.

    Posted in: Triggers
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    posted a message on Every game frame loop posible?

    @progammer: Go

    Thanks, can try that, but .. kinda realised every frame is not good, because its not synchronized, because different computers have different FPS. So, is there any way arround a refresh timer to make things(your own mathemathical physics) smooth? .. like .. setting unit parameters as variables or functions, and not as set values as it is in the editor?

    Posted in: Triggers
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    posted a message on Every game frame loop posible?

    As the title says. Im kinda tyred of working with blizzard pre coded system and bugged triggers events, and so ..

    I would want a trigger(or event that fires my trigger) that fires every game frame.

    • Did anyone find a way how to do it?

    What I want(example): If I have a unit, and I want it to move, im going to create a function of its movement, and simply, when each frame is calculated, my trigger executes, and calculates the position of my unit in that frame, and instantly moves my unit there. This way, the movement of my unit would be smooth.(because if I would use a 0.0625 timer it would be choppy because that is 1/0.0625=16 .. only 16 times per second updated. So if you have 50FPS , the movement would be "porting/chopping")

    Greater purpose: that was just an example ..I would also like to mathematicly create physics, and only use the game engine/models to actualy show the thing :)

    Posted in: Triggers
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    posted a message on What kind of map would you like to play?

    As the title says. What kind of maps you want to play? /are interested in? I dont know where I should shift my focus, so I want to know what people think/enjoy.

    • A third person shooter?
    • Some car racing with buffs rockets and stuff?
    • Tower defense?
    • Bomberman? :)
    • any idea you have
    Posted in: Miscellaneous Development
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    posted a message on Paratroops TPS - 4 players

    Hello, here is the beta version of my TPS map.

    • Its a TPS
    • Max for 4 players.(Didint try more)
    • There are only 3 weapons at the moment.
    • Score 20 kills to win. (Objectives for now)

    Now, I wanted to publish it as fast as possible, as I spend a lot of time working on it and learning the editor. So, there might be bugs. If you find some, please let me know. The terrain probably isnt great, I got some complaints, but I didint take really much time to design it. Got also lots of ideas on what to implement. This is only early beta of my map tough.

    What im looking for here, is some feedback and information if the delay/latency on movement/action is good or its lagging... as that will decide if ill work on it more(if its playable) or start making a totaly different new map

    Some basic things are still not there, like the shooting animation for example. As I said, this is only early beta, and details are not that great, please, direct the discussion mostly on the system. And ofcourse, fun factor.

    Controls:

    • Movement:WASD
    • Fire/Zoom:Left/rRoght mouse
    • Weaponswap:123
    • Scorescreen:Tab
    • Mouse camera rotation

    Have fun, and please give me some feedback :)

    Posted in: Map Feedback
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    posted a message on [Trigger] Lagless WSAD

    @Noidealol: Go

    well, I still would like to get some maps to check it.

    Well, and yes, the lag differs depending on number of players, ping and stuff. But, in a ladder game, the delay between your orders is very low, so I dont believe a Key-pressed event will cause so much major lag. Its something in the code of the map. One of my friends just came online, so im going to try to break my own map to cause it to lag .. if it works, then I probably found it, ill post updates

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Lagless WSAD

    Hi there. I noticed that a lot of people complain about WSAD movement lag. They often blame it on the keypressed event.

    Well, I am working on a map, and I have WSAD movement too, and it runned smoothly on battle net. Tested a couple times, but only with 2 players.

    The thing is, I wanted to avoid that Key-presed-b.net lag, so I downloaded maps wich use WSAD and lag on b.net. While examining them, I noticed some things, and I have a couple very good tips why is this lag created, but im not 100%sure yet, as I only examinated about 5 maps. (And I cannot test things because I dont have SC2 myself - friends test it for me)

    So, I would like to ask you ppl, to edit your maps wich lag with WSAD movement, remove all triggers that are not movement related, upload them, and give me a link. If some things are the same on all maps, im going to do a test if thoes things are whats causing the lag and let you know.

    Thanks.

    Posted in: Miscellaneous Development
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