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    posted a message on Blender Tutorial and Hotkey Collection

    I didn't use it for the first time but i'm still a novice. I only setup the cycles materials and had some trouble to get the normal map working and I am not sure wether i converted it correctly.

    (Green<->Green, Alpha<->Red, Blue<-> sqrt(1-4*(red^2+green^2)) )

    Finally it showed up though it is barely noticeable in the composite render.

    Posted in: Tutorials
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    posted a message on Blender Tutorial and Hotkey Collection

    Just tested Blender and rendered some animations with Cycles. The results actually look quite nice.

    However there were some minor mistakes. The UV-Map of the Space-Marine was scaled wrong and there was a vertex group missing for a bone in the Zealot model. I could easily fix them.

    Posted in: Tutorials
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    posted a message on Is this the most active sc2 mapping community?

    The galaxy editor is more complex than the world editor but there's almost no documentation or help provided by blizzard.

    http://eu.battle.net/sc2/en/game/maps-and-mods/

    After 3 years the art tools haven't been released and blizzard has not given any information about the m3 file format (?) which the developers of the blender m3-addon might need.

    It seems like blizzard is not very interested in the custom map scene although there are planning a map market to make some profit. blizzard didn't support the mapping scene of wc3 as well, but things were easier.

    BTW I'm tired of the dark sc2 scifi-look.

    Posted in: General Chat
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    posted a message on HotS: Publishing, Dependencies, and You
    Quote from zeldarules28: Go

    Is the HotS editor better than the WoL editor?

    No, there is only one editor, just like there is only one game client. Purchasing Heart of the Swarm simply places a licnese onto your account that allows you to play the campaign, use the dependencies, and play HotS multiplayer. So if you haven't purchased HotS, you're editor is the same as everybody else's except you can't use the HotS dependencies.

    Hopefully that clears things up. If you guys have any questions, feel free to post them here or send me a PM.

    The HOTS dependencies include graphical assets. But beside graphics there aren't any disadvantages using only WoL dependencies?

    For example, every skill/spell made with HOTS can be done with WOL as well?

    Posted in: General Chat
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    posted a message on Move over, Galaxy

    There is no documentation for the Galaxy Editor.

    Posted in: General Chat
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    posted a message on Siege tank + Seiged = unuseable ability???
    Quote from joecab: Go

    Yeah its already on none, I was planning on having a short cinematic were the tank drives to it's position and sieges were it's supposed to be and the player "gets in the tank" (unit is hidden via triggers and tank is given to player) and i was thinking of removing the attack command because I cannot find a way to make it not auto attack without making the weapon unusable. because of this I wanted to have a ability kind of like the Odin barrage cannons except its just one big boom in an area after a cool down of 5 or 6 seconds, but I've been having trouble with actors lol since the siege tank in siege mode wouldn't work i was going to play animations of the tank to make it look like it turned into a siege tank.

    So overall it is going to be a tank that only fires when manually told to attack a area without haveing to target units like the odin barrage, but if there is a simple way to make the weapon attack only when it is told to that would save me a hell load of time learning how to use lots of actors together lol.

    Add a behaviour similiar to the ghost s "Hold Fire" behaviour to the unit without the validator "caster is not firing". (somewhere a flag named "passive" is checked")

    Posted in: Data
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    posted a message on (Solved) No calldown available Problem with Ability > Ghost - Nuclear Strike Copy

    Modify the existing calldown effect with a switch effect before the persistent effect validating the unit type of the caster.

    Posted in: Data
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    posted a message on (Solved) No calldown available Problem with Ability > Ghost - Nuclear Strike Copy

    Don't copy/duplicate the use calldown effect. The silo is linked to it and it seems like it is not possible to link more than one calldown effect to a magazin.

    Posted in: Data
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    posted a message on unload ability

    if i unload a unit via calldown it will be shown in the air looking like the unload animation stopped.

    the problem occurs only when calling down a unit for the first time. loading and unloading it again the calldown animation looks fine.

    I dont launch any missle.

    Posted in: Data
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    posted a message on unload ability

    hi,

    i want to unload units at a target over distance from a flying cargo. i tried to use a calldown effect but the animations are broken and i cant unload above water/unpathable terrain.

    Is there any way to solve this ?

    Posted in: Data
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    posted a message on limiting number of spawned units

    hi,

    i created a behaviour 'b' with a damage response effect creating an 'illusion' of its owner. the illusions are able to create further illusions by using behaviour 'b' and i want to limit the total amount of illusions.

    I used charges with charge location set to player. every time an illusion dies it returns one charge. the problem occurs that in case charges are used up the behaviour will be removed.

    Neither did setting charge time start and charge time use to nonzero values change the result nor did setting charge count use to 2/-2 and charge count max to an odd number leaving behaviour 'b' with one charge. I'm seeking your advice ;) .

    Posted in: Data
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    posted a message on (Solved) apply buff to killing unit

    Thanks. Works perfectly.

    Posted in: Data
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    posted a message on (Solved) apply buff to killing unit

    hi,

    i am searching for an option to apply a buff to the killing unit. Using triggers i ended up with the result causing distinct lags/freezes in case many units being killed at once. I am planning to add bonus damage/bonus armor per kill to certain units known from the special forces maps. Maybe there is another way to solve this properly. Anyway i'm seeking your advice ;)

    Posted in: Data
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