• 0

    posted a message on Blizzard's policy regarding custom models.

    @TwoDie: Go Interesting. It does help, thanks. My map does include a few imported sounds too, but not whole music tracks. With regard to your uploaded sounds, did Blizzard ask you to remove the sounds for the map to be featured, or altogether regardless of being featured? That's a pretty important distinction. It may be for some, but whether or not my map is featured is not important to me, and it also may not be important to future inquirers either.

    Quote from Kueken531: Go

    @TheLostAzn: GoThere are a lot of maps out there using names and lore of other franchises, though (a buddy created a WH40k map, no assets but obviously all the unit names, gameplay mechanics and stuff, didn't get taken down yet :D).

    Exactly why it's sketchy, yeah. There are a few super smash brothers/dragonballz/halo maps around that use names from lore without penalty (that we know of), but I do understand if a unit is using the lore name, AND the close resembling custom model, AND custom imported sounds, AND in a map that features tonnes of content from that specific franchise, would be judged upon a bit more harshly.

    Of course the word from Blizzard's legal department would be the final word on this. I'll update this thread when I get the response, as to set a precedence.

    Posted in: Artist Tavern
  • 0

    posted a message on Blizzard's policy regarding custom models.

    Gentlemen,

    I'm getting mixed responses from past threads all over the forum concerning Blizzard's policy dealing with custom content. I know things like music that are easily identifiable are grounds for penalty, and I know at least one person who's map was removed because it contained third-party audio tracks. What about custom models? I received permission from the creator of several models to use for SC2, but getting by Blizzard is another issue. Now, these models strongly resemble 'content' from a franchise that is while deceased, the company that owns it is still up and about. They are however not the authors of the models.

    So the question then is, can Blizzard book you and/or your map on models that resembles content from a non-blizzard franchise? Can you get booked on basing your map on a franchise with names and lore from said franchise used in combination with original models? Someone a while back made available two models of ships from Halo. Has anyone been booked when they used those models in their game and named the units based on Halo lore?

    I've also contacted Blizzard's legal department and am waiting to hear the official word. That aside, I would like to hear what you guys know or have experienced in regard to this. Or, if there is a more obvious and informative thread on this, point me toward it.

    Thanks.

    Posted in: Artist Tavern
  • 0

    posted a message on Model Addition ontop of Another

    @Kueken531: Go Thanks, that worked.

    I still have a bone to pick with local offset though. Say a unit has Site Ops "SOpAttachWeapon + SOpMoveUpBy1" for a model addition. When this unit moves, the model addition moves with it, everything is fine. When it stops and thus plays the Stand animation, the model addition model doesn't stick with the attachment point - it floats in a fixed location still roughly around the weapon. When the unit starts moving again, the Site Ops are updated and behaves as expected.

    This seems to be the case with every local offset SOp. With the Cortex Engine, we would just attach something like a marine and use the difference between its Origin and Overhead attachment points for offset when making model additions. Here in the editor we have this brilliant thing called Site Op Local Offset, but it doesn't seem to function all that well with moving models . Maybe I'm just doing something wrong.

    Also, If I were to follow this this thread, could I make a high templar or zeratul model with just his cape? People have done the opposite with success, so the reverse shouldn't be a problem, right?

    Posted in: Data
  • 0

    posted a message on Model Addition ontop of Another

    I'm trying to create something like this through Data, only not nearly as complex.

    Embed Removed: https://www.youtube.com/v/BfG6rwaRiAU?fs=1

    I'm having trouble attaching a model addition actor to another model addition actor. Attaching the first one is easy with the 'Unit Creation' event. Attaching the second to an attachment point on the first with the event Actor Creation.NameofFirstActor isn't working. Basically I need the second model addition actor to create when the first one is created, and attach to an attachment point on the first one.

    Thanks in advance.

    Posted in: Data
  • 0

    posted a message on Hide life, shields, energy

    Bump. It seems the easiest thing is the hardest to make happen.

    Posted in: Data
  • 0

    posted a message on Scale ability waypoints

    Bump again.

    Progress. The waypoint model scaling is related to the 4 arrows model that converge on the point of order when you click the ground giving an order, which is overwriting the scale value in abilities. However I can't seem to find the 4 arrows model. I looked in cursors, actors, models. Nothing. If it's hardcoded into the game then I'm outta luck. If not, could someone point me in the right direction?

    Posted in: Data
  • 0

    posted a message on Hide life, shields, energy

    @SoulFilcher: Go Wouldn't that alter the display of every unit? What if I wanted to hide the numeric displays of a specific unit type?

    Posted in: Data
  • 0

    posted a message on Hide life, shields, energy

    @SoulFilcher: Go What about energy and shields? Energy in particular.

    Posted in: Data
  • 0

    posted a message on Hide life, shields, energy

    Bump. Is this so simple that it's almost painful to have to answer?

    Posted in: Data
  • 0

    posted a message on Scale ability waypoints

    I see that radarblip has actors, but waypoint doesn't. It looks like UI: Orders calls the .m3 file directly from Assets, which bypasses Actor and Model data.

    Liberty and Swarm abilities have their own waypoint models respectively, so I'm pretty sure this is the thing to edit, but I've been proven wrong before. Is there another field that deals with waypoint models for abilities? I searched and found nothing else in Abilities.

    Posted in: Data
  • 0

    posted a message on Scale ability waypoints

    Yo.

    From what I gather from past threads, you go to Abilities - UI: Orders+ to make changes to the waypoint model for an ability. Is there another field I have to adjust? I'm trying to make the waypoint models for the basic command abilities like "Move" and "Attack", smaller, and changing the scale doesn't do anything.

    Changing the tint doesn't seem to do anything either, but I can change the model to something else by just selecting another model. Is there something I'm doing wrong?

    Thanks in advance.

    Posted in: Data
  • 0

    posted a message on Hide life, shields, energy

    Very simple question here,

    What do I edit to hide the numerical display of a unit's life, shields, and energy under the wireframe in the UI? To clarify I'm not talking about the bars displayed above a unit.

    For example by default some invincible structures have life, but there is no numerical display under the wireframe. Primarily I need to get rid of the energy display ahead of the other two.

    Thanks.

    Posted in: Data
  • 0

    posted a message on (Solved) Level Flying units with Fog of War

    I was too quick to jump to conclusions. It worked. Brilliantly. One has to really make sure there was "NO cliff level 0 terrain anywhere on the map". Thanks a bunch man.

    Posted in: Data
  • 0

    posted a message on (Solved) Level Flying units with Fog of War

    @QuantumMenace: Go

    That's genius, and when I read it I went to try it out immediately. Though it didn't work, it yielded another finding. It turns out Fog of War level isn't fixed after all. Fog of war will always appear on the lowest visible cliff level. Hiding terrain cells makes the lower cliff level visible. Lowering terrain height on cliff level 1 lowers cliff level 0 along with it, so fog will still appear on level 0 beneath the lowered terrain, as if nothing was changed.

    I tried editing cliff mesh data in raw data mode. No dice. I'm convinced this is what I have to play around with to fix it. As you can see from the attached pic, there's an inherent difference between each cliff mesh with respect to the heights of their cliff level 0s.

    Posted in: Data
  • 0

    posted a message on (Solved) Level Flying units with Fog of War

    @DrSuperEvil: Go

    I'm not the kind of person who expects or even want to be spoonfed, but as the forefront forum for sc2 map development I expected this board to be more active and populated with experienced data editors. Not that I don't appreciate what you do for the board, and people who ask questions. That's the opposite of what I meant.

    Anyway, I did say "I've tried just about everything that I can find in data related to this". This actually means probably around 6 hours spent across several days on this problem alone, which really isn't much. Specifically I played around with how base height, terrain height, unit height, and mover planes work in conjuction with each other and concluded that fog of war is fixed on cliff level 0 regardless of other fields.

    Cliff level 0, which is space on space platform tilesets, is unusable for ground units, but fliers can still fly over them and reveal fog of war. The selection plane for fliers over cliff level 0 remains on cliff level 1. That also seems to be fixed. Trying your suggestion with the invisible water layer affects unit height, but since fog of war and selection planes are constant, it didn't work. Believe me I really tried.

    What isn't fixed however is the height of cliffs. Some cliffs have height difference of 8 from cliff level 1 to 0, and space platform cliffs have a difference of 4. The first picture I posted in the OP is using Korhal Manmade, so the difference was 8 for that one. When I switched to Braxis Alpha Manmade with the difference of 4, cliff level 0 is now 4 units higher, and so is fog of war. Thus, I've concluded now that changing cliff height from 4 now to 0 is my best bet, but changing the values in Cliff Mesh Data doesn't seem to do anything.

    Is the cliff height in Cliff Mesh Data fixed?

    Posted in: Data
  • To post a comment, please or register a new account.