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    posted a message on Extremely simple models

    Hello.

    I'm looking for someone who is willing to make some Multiwinia esque models. In other words, simple stick figures who are barely animated. In case you need more reference:

    In case you are curious, I'm planning on making a mod with some "low-res" visuals and as simple as these models may be to make I do not have the knowledge not the resources to create them.

    Anyways, this is the sort of stuff I'm looking for:

    http://i54.tinypic.com/5ea1p5.png

    http://i55.tinypic.com/swvfy0.png

    Anyone interested?

    Posted in: Requests
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    posted a message on Patch 1.2 PTR Notes

    So wait a second, Zerg got nerfed and Protoss got buffed?

    There'll be three times the amount of observers flying about now that they cost basically nothing.

    Posted in: General Chat
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    posted a message on Removing healthbar

    I think I found it on Status Bar Flags, thanks.

    Posted in: Data
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    posted a message on Removing healthbar

    I have a structure that is invulnerable but it still has a healthbar and I was wondering where can I disable that on this specific unit, since it doesn't serve any purpose?

    Posted in: Data
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    posted a message on Custom healing ability not working right

    So I made an almost duplicate skill from Medivac Heal but it is not working quite as it should.

    The heal works as in it heals a damaged unit but it has trouble aquiring a target and the healing effect (the visual effect) never stops on the healed unit whereas the healing beam does not display at all. Any ideas where I should start looking to fix these things?

    Posted in: Data
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    posted a message on Basic question about Dependencies

    So, if I want make a MOD that I can apply to multiple different map layouts (like making a deathmatch mod and then maps for it) how should I work with dependencies?

    I need the basic SC2 assets so I need to have "Liberty (Mod)" which includes all the basic stuff that is on multiplayer. I don't want/need the campaign ones because they make the editor really clunky to work with.

    But anyways, I have the basic Liberty assets as the basis for the custom mod, lets call it mod X for conveniences sake. Now when I make maps that are based on mod X, do I need to add other dependencies to the map? The mod X uses the assets that are in Liberty, so is it necessary to have another mod in there? Does it even really matter?

    I made a map with the Liberty mod before mod X even existed and now if I go in there and add mod X as a dependancy and then try to remove Liberty it can't do that because the doodads and such are marked as Liberty assets. But would it even make a difference if I could remove it, do I really even need to have a worry about this?

    I just want to make this clear so it doesn't come back and bite me in the ass later and I have to make everything all over again. Hope you understood the question.

    Posted in: Miscellaneous Development
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    posted a message on [Release] Facility 17 - A Terran RPG

    The first battles take approx. 10 years to get through which is really tedious because they aren't challenging, the enemies just have way too much hitpoints.

    The only "strategy" you need to use is attack, attack, attack and heal occasionally if necessary. It could have some innovations or timing based stuff instead of trying to copy the poorly made battle system that was in FF7.

    I don't want to start one of the stupid FF7 internet battles but the battle system in it was painfully slow and full of stuff that were completely unnecessary so this map has potential to be so much better if you don't try to remake it in SC2 and instead put in your own ideas and innovations to it so that it stands out on its own merits.

    Posted in: Project Workplace
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    posted a message on How do I make a texture that works?

    The texture in question will be used as a terrain texture.

    The problem right now is that the textures I've made look really dark in the editor, and in game the textures just appear as this pinkish-purple blank mess.

    What is the correct way to do a texture from beginning to the end? As in do I need to concern myself with alpha channels or something else like that? I'm not experienced in these file formats nor in the alpha stuff.

    Posted in: Artist Tavern
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    posted a message on Projectiles that move in a straight line

    I'll be looking into that, thanks.

    Posted in: Data
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    posted a message on Projectiles that move in a straight line

    I would like to have a normal weapon that fires projectiles that move in a straight line and do NOT home in on the aggroed/targeted enemies, so you can dodge them if you are fast enough.

    Kinda like catapults in wc3 shot out a projectile that you could evade except that these ones wouldn't move in an arc but rather would hit the first enemy they come in contact with. I am also interested in a weapon that would work exactly as the catapults weapon though.

    Another example for anyone who has played Dota or HoN would be the arrow/spear of Mirana/Valkyrie.

    Where should I start with this?

    Posted in: Data
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    posted a message on Patch Notes Leak
    Quote:

    Well now that you mention it I found this really weird: Spawn Larvae energy cost reduced to 20 from 25.

    It's not that strange because now what happens is Spawn Larvae > OOM > Extra larvae spawns > Spawn Larvae > OOM and so forth. If you want to use creep tumors you'll need to cut back on larvae which is ok because it's up to you to choose one or the other BUT if you want to be able to heal something you are boned unless your Queen has been afking in some corner for good 5 minutes.

    So what the change from 25 to 20 does is you save 5 mana per every Spawn Larvae and eventually you'll have spare mana to use for something else without having to cut back on larvae production.

    At least this is how I'd see it working.

    Posted in: General Chat
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    posted a message on Patch Notes Leak

    Wouldn't mind those Zerg changes to be honest. Also any improvements to performance are welcome for me.

    Posted in: General Chat
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    posted a message on Custom tileset problem

    I've made 3 graphic files that will be used as terrain textures. The files are in .dds format and use DXT3 compression (a tutorial recommended DXT3). I've imported into the mod and set them as Terrain Textures and then inserted into a custom Terrain Texture Set.

    Problem:

    When I try to paint up a map the textures are this bland purple mess. I suspect this is because of some lighting setting or some setting didn't set on/off. On the minimap it appears to look like it should but on the game screen it's just a mess.

    I've referenced the standard tilesets but I can't seem to find the problem. What am I doing wrong?

    Posted in: Artist Tavern
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    posted a message on damage along a line?

    I think you can adjust the length/range of the Hellions fire stream so maybe you could check that out? You'll need to be a bit more specific because I for one don't know exactly what you are trying to accomplish.

    Posted in: Data
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    posted a message on Zergling cost problem

    Problem:

    In the Larva basic morph ability you can add additional spawned units to the zergling morph so that it will spawn a desired number of zerglings from a single egg.

    However the cost is calculated so that it will be "Amount of Zerglings x 25" minerals. Now ok fine, but I want to have this upgrade for Zerg which will give each Zergling egg additional Zerglings without the cost going up. The Data Editor won't take decimal values with mineral/vespene costs so I can't just drop the individual cost so it would add up to 50 minerals without making the cost 10 minerals and spawning 5 Zerglings, which I think is a bit too much Zerglings for a single egg.

    I could make an alternative Zergling spawn command for hatcheries etc. so that there would be a spawn option for 2 Zerglings and a spawn option for 5 Zerglings but I just want to know if I can get this to work some other way.

    Any workaround or solution for this? Just to note, this is a MOD not a MAP so I can't really use triggers to accomplish this.

    PS. There is also the supply problem similar to the mineral cost problem but apparently that can be decided with decimals because 2 Zerglings only take 1 supply.

    Posted in: Data
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