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    posted a message on LotV update creating "ParamValue"

    Has anybody else experienced this after the LotV update to the editor? Granted this was a while ago, but I still have a bunch of text in my Dialog windows to the converted "ParamValue" thing once in game. If this makes little to no sense I can elaborate and take some screenshots.

    Posted in: Triggers
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    posted a message on [WIP] Garrison Wars

    @Daara87: Go

    I was extracting them using Cascviewer, but I used your method and it works perfectly, saves me so much trouble, thanks again!

    Edit: wow this saves me sooooooooo much trouble!! Thanks to you I've got new hopes for the terrain of my map :D

    Posted in: Project Workplace
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    posted a message on [WIP] Garrison Wars

    @Daara87: Go

    Yeah I was thinking the same, will do. Another question that came to my mind after looking at your tree models, do you create the alpha by hand? I do since I haven't figured out any other way, so I have to select the layer and draw using pen tool :/ I also use color select but it's still very tedious and the result isn't that great. I figure there's a way to "unlock" the alpha so to speak, but I have no idea how. Hope that made sense.

    Posted in: Project Workplace
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    posted a message on [WIP] Garrison Wars

    @Daara87: Go

    Wooo! I got it to work, thanks a ton! Now I can finally create a pretty much ideal terrain :D Gonna have to tweak around a bit more with the settings in photoshop but it's already looking good!

    Posted in: Project Workplace
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    posted a message on [WIP] Garrison Wars

    @Daara87: Go

    But how do you use the specular map? When I save as .dds I can only use one layer, so I have one diffuse map and one normal map. In the Data editor I use the diffuse and normal for the texture, but there's no option for the specular map. How do I get the engine to include the spec map?

    Posted in: Project Workplace
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    posted a message on [WIP] Garrison Wars

    This looks absolutely great! In love with the terrain! My main project is also based of WoW but I have some trouble with using wow tilesets. Mine become all shiny and go from dark to light when I zoom in/out, very funky stuff happening. I figure I'm doing something wrong when creating the normal map, would you please like to share your process to making 'em look so good?

    Posted in: Project Workplace
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    posted a message on Modify Grommash model

    Hey guys, I really need a modification of TS's model: http://www.sc2mapster.com/assets/sc1-raynor-vulture/files/46-wod-grommash-v2/ I need the flames removed and the axe replaced with a newer model: http://media.mmo-champion.com/images/news/2014/august/axe_2h_gorehowl_d_01_hd.jpg

    If anyone could make this happen I would be eternally happy since the model is used for the main character in my map! Thanks in advance :)

    Posted in: Requests
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    posted a message on TPS Skybox

    Hey guys, there's been a lot of people asking how to create a skybox for a TPS map and the best solution seems to be the one where you make a dummy unit with skybox model follow your main unit around. As shown in this vid: (starts after 9min mark)

    When I tried this solution everything looked good until I started moving my main character. This causes the skybox to spin around, making it look really weird. I have unchecked the unit's "Turnable" flag. No idea what's causing this. If I make the dummy unit look like a probe again, I can see that it's not spinning at all, but as soon as I use the skybox model it spins when moving. Any ideas? I followed the tutorial step for step.

    Posted in: Data
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    posted a message on [Showcase] Taylor Mouse's Models

    TM, could I request an altered version of your Grommash model? He's the main character in my map and I'd love it if you could remove the flame particles from the weapon and possibly change the weapon to the newer WoD model, it looks really awesome!

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    @TaylorMouse: Go

    Yeah but I have no idea where to find textures for WMO. And for normal models, non-WMO, I found a converter that converts .blp to .dds so I can import them now.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    Ugh I can't figure out how to convert the .blp files. No idea how to use nConvert. I know perfectly well how to import old WoW models thanks to your awesome guides but it's so complicated with WoD.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    @TaylorMouse: Go

    Ah I had not downloaded the listfile! :P

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    @TaylorMouse: Go

    I tried looking at your tutorial but when i extract from casc viewer the files are all gibberish, consisting only of numbers so I'm completely lost.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    TM could you please show how to import WoD models into SC2? The WMV doesn't have the same functions as the previous versions so I have no idea how I'm supposed to import stuff in v.8.0 :/

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    Hi TM! Love your work, and I've started mass-importing WoW models into my map thanks to your tutorials! Can I ask where you get your WoD models from? I would like to request a brown (native) orc model from WoD but I figured I could do it myself if I get my hands on the m2 :P

    Posted in: Artist Tavern
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