Sorry not 100% sure but i would guess the elements are split up
if you look through the Files i would search under ui or battle net
but to be perfectly honest i don't think you can change those menu's
but you can probably collect all the images to make the in-game ones similar
How exactly are your alerts displayed?
Are you using UI - Create Tip?
or is it all data based in the Alerts Section?
Edit:
I did a little bit of testing and i cant seem to figure out what the issue is
When i created a Alert in Data could not get the icon to appear
And when i create an alert/tip in triggers i do not get tinted icons
And this was after creating a new empty map
Perhaps some more info is still required
Any Unit enter Region
Set a Boolean Value to True/False based on the Owner of (Triggering Unit)
Check whether all Players Variable is set to True
If so do whatever Action
To determine if all active players have the unit it might be easiest to make
If you dont need Creep i would use that as your water there is a way to make it transparent so it cant be seen.
Then you would use validators for the creep to see if any units on it
or else you will need to make Regions on your map and do it with triggers
Ya cargo size does not fix it
It states that the Seige tank in siege mode is immobile.
I think because of either the Footprint it uses
the fact that it doesnt have any movement speed
or perhaps that it cant turn or doesnt have a move command?
Any chance a tutorial that explains how to make bridges or walk able objects like Temple Bricks
or other things used as stairs that units seem to walk on top of
EDIT:
I think some Plant/Foliage models would be cool not quite sure the best way to make them
In the Editor i typically just click the texture tab in the data editor then select any texture and double click File
Then browse for a new File and in the Search Enter those Texture names above then right click and hit export File
For the most part you can just excport the textures i listed above and then change the end _zerg
to _protoss or _terran and most of the UI elements will fit however in my map i had swapped
the protoss for zerg ui and the textures did not fit exactly so i had to go and edit them and test
over and over until i got it right here is what my Protoss UI looked like after i had swapped
around the textures took me about 3 or so hours to get all the textures to fit
The UI Consoles are 3d Models if you want it isnt too difficult to edit the textures associated with the UI
thats what i did with the zerg one but it is a bit time consuming and tedious
especially if you want to change the Main menu and other UI elements
for the zerg i had to export these textures:
bloodybuildingguts.dds
ui_button_nav_frame_left_zerg.dds
ui_button_nav_frame_right_zerg.dds
ui_frame_big_bottom_zerg.dds
ui_frame_big_corner_bottomleft_zerg.dds
ui_frame_big_corner_bottomright_zerg.dds
ui_frame_big_corner_topleft_zerg.dds
ui_frame_big_corner_topright_zerg.dds
ui_frame_big_left_zerg.dds
ui_frame_big_right_zerg.dds
ui_frame_big_top_zerg.dds
ui_frame_short_corner_bottomleft_zerg.dds
ui_frame_short_corner_bottomright_zerg.dds
ui_frame_short_corner_topleft_zerg.dds
ui_frame_short_corner_topright_zerg.dds
ui_frame_smallshort_corner_topleft_zerg.dds
ui_ingame_menubutton_connector.dds
zergconsole-flesh.dds
zergconsole-metal_diffuse.dds
If you want to overwrite the Terran and Protoss UI with the zerg UI you must Rename the above files with the appropriate terran and protoss names as well as you will need to export the .m3 file for the zerg console and rename it as well
Okay so after a lot of trial and error and from looking through the starcraft art tools examples i found out what my issue was.
I was attaching meshes to bones using skins however this caused weird behaviors
I have now found that creating a root bone and then linking the meshes to that bone fixes all the problems
This allows me to animate the meshes instead of having to animate a bone for each mesh
I suppose my error probably was in not knowing that meshes had to be linked to a bone i had assumed that adding a skin modifier was required
EDIT:
I still must be missing something as it worked originally but now its not working again dang
Also on an unrelated note:
Does anyone know how Some Objects are Walkable?
Such as the Temple Brick that people can walk on?
Edit Edit:
Okay so problem was stupid simple lol
apparently if you detach meshes from one another and attach them to other meshes
you must give each object a new texture even if the old is still applied so
all i need to do is recreate some textures using UVW-Mapping
Hello everyone,
Anyways ive been working with 3ds max and art tools and i have used a .wmo model from wow its a building.
What i did is i split sections of the model apart to create a model with a few different meshes so that i can animate them.
I managed to Add the required Bones using the .m3 export tool and Scene check.
everything returns fine
know when i go to preview it in the Cutscene editor it says that only 2 of the meshes get exported of the 8 or so that exist
Any idea why this might be happening and how i can get the previewer to export all the meshes?
All meshes have 1 Bone and all have Skin Modifiers as required
all the materials are SC2 Standard Materials
This looks like a very nicely polished map
Maybe for ideas you should take a look at some of the old Warcraft 3 AOSes out there for say hero/ability ideas i always loved
Age of Myths
and
Advent of the Zenith
Lol still working on these textures can you look at this picture and tell me if this is right?
I have created 2 Sc2 Standard Materials and called them Hair 1 Show and Hair 1 Hide is this how you mean its set up?
Currently trying to set these materials up then im gonna work with my java bot to automate keyframe swapping in 3DS max
Also after i have completed one of these models ill upload the .max file for others to use i think and my Java Bot as well.
0
Sorry not 100% sure but i would guess the elements are split up
if you look through the Files i would search under ui or battle net
but to be perfectly honest i don't think you can change those menu's
but you can probably collect all the images to make the in-game ones similar
Are you referring to the border around the menus?
0
Thats a great effect Delphinium but are you ever planning on making them available for download?
This is an old thread lol
0
How exactly are your alerts displayed?
Are you using UI - Create Tip?
or is it all data based in the Alerts Section?
Edit:
I did a little bit of testing and i cant seem to figure out what the issue is
When i created a Alert in Data could not get the icon to appear
And when i create an alert/tip in triggers i do not get tinted icons
And this was after creating a new empty map
Perhaps some more info is still required
0
Any Unit enter Region
Set a Boolean Value to True/False based on the Owner of (Triggering Unit)
Check whether all Players Variable is set to True
If so do whatever Action
To determine if all active players have the unit it might be easiest to make
tempCounter = 0
COUNTER = YourNumberOfPlayers
Boolean[COUNTER]
Any Unit enter Region
Set Boolean[triggeringplayer] = True
Loop through Boolean
for(int i=0; i < COUNTER; i+1)
If Boolean[i] == true
Set tempCounter + 1
Else do Nothing
Outside loop
if(tempCounter == Number of Active Players)
{
Then all players have a unit in the region
}
Then Create the same thing but
Any Unit Leaves Region
Set Boolean value to false
0
If you dont need Creep i would use that as your water there is a way to make it transparent so it cant be seen.
Then you would use validators for the creep to see if any units on it
or else you will need to make Regions on your map and do it with triggers
0
Ya cargo size does not fix it
It states that the Seige tank in siege mode is immobile.
I think because of either the Footprint it uses
the fact that it doesnt have any movement speed
or perhaps that it cant turn or doesnt have a move command?
0
Any chance a tutorial that explains how to make bridges or walk able objects like Temple Bricks
or other things used as stairs that units seem to walk on top of
EDIT:
I think some Plant/Foliage models would be cool not quite sure the best way to make them
0
In the Editor i typically just click the texture tab in the data editor then select any texture and double click File
Then browse for a new File and in the Search Enter those Texture names above
then right click and hit export File
0
For the most part you can just excport the textures i listed above and then change the end _zerg to _protoss or _terran and most of the UI elements will fit however in my map i had swapped
the protoss for zerg ui and the textures did not fit exactly so i had to go and edit them and test
over and over until i got it right here is what my Protoss UI looked like after i had swapped
around the textures took me about 3 or so hours to get all the textures to fit
0
The UI Consoles are 3d Models if you want it isnt too difficult to edit the textures associated with the UI
thats what i did with the zerg one but it is a bit time consuming and tedious
especially if you want to change the Main menu and other UI elements
for the zerg i had to export these textures:
bloodybuildingguts.dds
ui_button_nav_frame_left_zerg.dds
ui_button_nav_frame_right_zerg.dds
ui_frame_big_bottom_zerg.dds
ui_frame_big_corner_bottomleft_zerg.dds
ui_frame_big_corner_bottomright_zerg.dds
ui_frame_big_corner_topleft_zerg.dds
ui_frame_big_corner_topright_zerg.dds
ui_frame_big_left_zerg.dds
ui_frame_big_right_zerg.dds
ui_frame_big_top_zerg.dds
ui_frame_short_corner_bottomleft_zerg.dds
ui_frame_short_corner_bottomright_zerg.dds
ui_frame_short_corner_topleft_zerg.dds
ui_frame_short_corner_topright_zerg.dds
ui_frame_smallshort_corner_topleft_zerg.dds
ui_ingame_menubutton_connector.dds
zergconsole-flesh.dds
zergconsole-metal_diffuse.dds
If you want to overwrite the Terran and Protoss UI with the zerg UI you must Rename the above files with the appropriate terran and protoss names as well as you will need to export the .m3 file for the zerg console and rename it as well
0
Okay so after a lot of trial and error and from looking through the starcraft art tools examples i found out what my issue was.
I was attaching meshes to bones using skins however this caused weird behaviors
I have now found that creating a root bone and then linking the meshes to that bone fixes all the problems
This allows me to animate the meshes instead of having to animate a bone for each mesh
I suppose my error probably was in not knowing that meshes had to be linked to a bone i had assumed that adding a skin modifier was required
EDIT: I still must be missing something as it worked originally but now its not working again dang
Also on an unrelated note:
Does anyone know how Some Objects are Walkable?
Such as the Temple Brick that people can walk on?
Edit Edit:
Okay so problem was stupid simple lol
apparently if you detach meshes from one another and attach them to other meshes
you must give each object a new texture even if the old is still applied so
all i need to do is recreate some textures using UVW-Mapping
0
Hello everyone,
Anyways ive been working with 3ds max and art tools and i have used a .wmo model from wow its a building.
What i did is i split sections of the model apart to create a model with a few different meshes so that i can animate them.
I managed to Add the required Bones using the .m3 export tool and Scene check.
everything returns fine
know when i go to preview it in the Cutscene editor it says that only 2 of the meshes get exported of the 8 or so that exist
Any idea why this might be happening and how i can get the previewer to export all the meshes?
All meshes have 1 Bone and all have Skin Modifiers as required
all the materials are SC2 Standard Materials
0
Monstrosity, Crypt Fiend, Shadow Hunter, Lich, Priestest, Ranger, Alchemist, Sage, Warlock, Archmage, Far Seer, Blademaster, Bard, RuneMaster
0
This looks like a very nicely polished map
Maybe for ideas you should take a look at some of the old Warcraft 3 AOSes out there for say hero/ability ideas i always loved
Age of Myths
and
Advent of the Zenith
0
Lol still working on these textures can you look at this picture and tell me if this is right?
I have created 2 Sc2 Standard Materials and called them Hair 1 Show and Hair 1 Hide is this how you mean its set up?
Currently trying to set these materials up then im gonna work with my java bot to automate keyframe swapping in 3DS max
Also after i have completed one of these models ill upload the .max file for others to use i think and my Java Bot as well.
Heres a screenshot of my SC2 Standard Materials
I just gave the link as to not take up a lot of forum space
http://img842.imageshack.us/img842/5765/98sq.jpg