Yeah... sorry, was a problem with my graphics drivers -.-
I run a hybrid card, so nvidia refuses to support me (my 'latest' drivers were from august 2009)
After much googling, I managed to hack the .inf file and install the 285.62 drivers from nvidia and now Starcraft is running fine again XD
Thanks for trying to figure it out with me though (b^.^)b
Currently it loads the dialogs, moves to the camera angle, and blacks out the world...
Although, I did notice something odd when attempting Cinematic Mode with the Default transition. It worked just fine hiding the interface, but as the camera moved all the models left black trails before the terrain followed suit. Additionally, holding ALT still shows health bars.
I hope it's not a graphics issue...
Currently I think my best bet is just to offset the standard ui off the screen and move on =\
When I try to hide the standard UI using the "UI - Hide game UI for (All Players)" action, it gives me a black screen.
Custom dialog items are able to appear over it, but all units and the game world are completely hidden along with the standard UI. I've tried to use the "Show World" action, but it doesn't do anything D:
Additional attempts to hide individual frames of the standard UI seemed to work, but hiding the Console Panel caused the same problem.
I'm at a complete loss as to how this is happening, since it worked just fine previously (although Blizzard enjoys breaking things that already work xD)
Any help is appreciated!
isLocal was checked, so that's working fine
but the idea that the explicit rotation removes some of the attachment properties is something i thought could be happening as well
i'm wondering if there are actor settings or additional site operations i could use to get it working - time to try it out i suppose xD
didn't work D:
maybe pics will help...
here's how it looks with just the hardpoint attachment:
here's how it looks with the hardpoint attachment and explicit rotation (NO OTHER CHANGES):
the doubled scale is also confusing... how does adding a rotation do that???
in image 1, the rider stays on the hardpoint as the mount animates, but in image 2 it remains static - moving with the mount, but not as it animates ><
interestingly, if i move the unit around in the editor, it will update its position... but not in real time, or in-game
you need a site operation - explicit rotation actor on your SOp rotation actor u need local enabled and the vector should be (1, 0, 0) for facing and (0, 0, 1) for up.
Oddly enough, I had exactly the same problem testing a flying mount. I added that rotation, and yes the actor was facing the correct direction... but no longer "sits" on the mount
(position is somehow fixed, instead of moving as the actor it's attached to animates [it still moves as it moves, i don't have a floating body in the middle of nowhere with a dragon flying around, i simply have a body floating in an oddly fixed position over a dragon as it flies around]).
interestingly, it also doubled the actor's scale...
without the rotation sOP, the actor sits perfectly on the mount, as you would expect to see in WoW... but is at the problematic 90ยบ angle
i don't see anything in the tutorial that could help, as it's using a stationary bunker/nexus as an example (and this fix will certainly work for any kind of structure/vehicle, but never for a living creature)
if i find a fix, i'll post it here, or hopefully someone else finds the problem :3
I was wondering what that field was for...
thanks for giving us this information (and saving me some time XD) (b^.^)b
Finally people have away to mass-import highly-customizable Sc2 models :D (space issues are supposedly solved by llou's method)
edit:
I may still look into the texture variation method, as it has potential to save space and reduce complexity (have model switch gear without switching models)
Blizzard apparently has some method of texture swapping that they used for the protoss/dark protoss structures
I've been trying to figure out how to replicate that, but it will take some time and I haven't been working with Sc2 in the past few months =(
I believe I figured out how to import multiple WoW characters using this method...
WoWModelViewer exports the model's texture as "Body.tga", no matter what type of character you export (unless it's a creature, item, or doodad model, such as The Lich King, Thunderfury, or Catapult)
That combined with the inability to import models into different folders means you can effectively only have one working character at a time.
My idea, is to take the "Body.tga" of every character, rename it what you want after exporting it, and import it as usual. After creating the Actor data for each character, I think that using an "Event -> Actor Creation -> Texture Swap" should allow you to apply the texture you need to the model :D
If this works, it should even add more customization to each model, as you can actually swap textures in-game to show the character in different armor!
he's not going to share the map because it's still in early development.
essentially, there is a chance that someone could get hold of it, finish it, and take all of the credit D:
that is a terrible nightmare for all programmers
I do agree though... I learned half of what I know from other people's maps... the other half is from fixing all my own mistakes XD
I'd love to know how this stuff works, even without any practical use for the code itself XD
0
@Feraligono: Go
Yeah... sorry, was a problem with my graphics drivers -.-
I run a hybrid card, so nvidia refuses to support me (my 'latest' drivers were from august 2009) After much googling, I managed to hack the .inf file and install the 285.62 drivers from nvidia and now Starcraft is running fine again XD
Thanks for trying to figure it out with me though (b^.^)b
0
I did previously have the credits problem, that was kinda hilarious xD
The UI is only being hidden once, and there is no single dialog covering the entire screen (for reference, here is a screenshot of it when it worked) http://th02.deviantart.net/fs70/PRE/f/2011/121/7/f/ffsc2_interface_by_feraligono-d3fdkc9.jpg No changes have been made to the dialog itself since then
Currently it loads the dialogs, moves to the camera angle, and blacks out the world...
Although, I did notice something odd when attempting Cinematic Mode with the Default transition. It worked just fine hiding the interface, but as the camera moved all the models left black trails before the terrain followed suit. Additionally, holding ALT still shows health bars. I hope it's not a graphics issue...
Currently I think my best bet is just to offset the standard ui off the screen and move on =\
0
When I try to hide the standard UI using the "UI - Hide game UI for (All Players)" action, it gives me a black screen. Custom dialog items are able to appear over it, but all units and the game world are completely hidden along with the standard UI. I've tried to use the "Show World" action, but it doesn't do anything D: Additional attempts to hide individual frames of the standard UI seemed to work, but hiding the Console Panel caused the same problem.
I'm at a complete loss as to how this is happening, since it worked just fine previously (although Blizzard enjoys breaking things that already work xD) Any help is appreciated!
0
it may be possible using the actor events...
0
isLocal was checked, so that's working fine
but the idea that the explicit rotation removes some of the attachment properties is something i thought could be happening as well
i'm wondering if there are actor settings or additional site operations i could use to get it working - time to try it out i suppose xD
0
@DrSuperEvil: Go
didn't work D:


maybe pics will help...
here's how it looks with just the hardpoint attachment:
here's how it looks with the hardpoint attachment and explicit rotation (NO OTHER CHANGES):
the doubled scale is also confusing... how does adding a rotation do that???
in image 1, the rider stays on the hardpoint as the mount animates, but in image 2 it remains static - moving with the mount, but not as it animates ><
interestingly, if i move the unit around in the editor, it will update its position... but not in real time, or in-game
0
Oddly enough, I had exactly the same problem testing a flying mount. I added that rotation, and yes the actor was facing the correct direction... but no longer "sits" on the mount
(position is somehow fixed, instead of moving as the actor it's attached to animates [it still moves as it moves, i don't have a floating body in the middle of nowhere with a dragon flying around, i simply have a body floating in an oddly fixed position over a dragon as it flies around]).
interestingly, it also doubled the actor's scale...
without the rotation sOP, the actor sits perfectly on the mount, as you would expect to see in WoW... but is at the problematic 90ยบ angle
i don't see anything in the tutorial that could help, as it's using a stationary bunker/nexus as an example (and this fix will certainly work for any kind of structure/vehicle, but never for a living creature)
if i find a fix, i'll post it here, or hopefully someone else finds the problem :3
until then, ridin' side-saddle :P
0
Texture Swap Tutorial (Select Texture by ID):
http://forums.sc2mapster.com/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#posts
0
http://forums.sc2mapster.com/resources/tutorials/15012-importing-wow-characters-to-sc2-and-attaching-shoulders/
step-by-step importing+implementing of WoW Characters (includes support for multiple "body.tga" textures [post #13])
NO 3DSMAX NEEDED
0
@Foolish_Fool: Go
odd... I haven't seen that happen. Is it only for the base stand animation?
Are you attaching WoW models to WoW models? Or Sc2 models to WoW models?
0
@Elenedhel: Go
I was wondering what that field was for...
thanks for giving us this information (and saving me some time XD) (b^.^)b
Finally people have away to mass-import highly-customizable Sc2 models :D (space issues are supposedly solved by llou's method)
I may still look into the texture variation method, as it has potential to save space and reduce complexity (have model switch gear without switching models)
0
@Elenedhel: Go
are you sure this works for characters? it looks like npc's
0
Blizzard apparently has some method of texture swapping that they used for the protoss/dark protoss structures
I've been trying to figure out how to replicate that, but it will take some time and I haven't been working with Sc2 in the past few months =(
0
I believe I figured out how to import multiple WoW characters using this method...
WoWModelViewer exports the model's texture as "Body.tga", no matter what type of character you export (unless it's a creature, item, or doodad model, such as The Lich King, Thunderfury, or Catapult)
That combined with the inability to import models into different folders means you can effectively only have one working character at a time.
My idea, is to take the "Body.tga" of every character, rename it what you want after exporting it, and import it as usual. After creating the Actor data for each character, I think that using an "Event -> Actor Creation -> Texture Swap" should allow you to apply the texture you need to the model :D
If this works, it should even add more customization to each model, as you can actually swap textures in-game to show the character in different armor!
0
he's not going to share the map because it's still in early development.
essentially, there is a chance that someone could get hold of it, finish it, and take all of the credit D:
that is a terrible nightmare for all programmers
I do agree though... I learned half of what I know from other people's maps... the other half is from fixing all my own mistakes XD
I'd love to know how this stuff works, even without any practical use for the code itself XD