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    posted a message on [Request] DuGalle/SC1 SCV

    I'm adding the goggles.

    Should I change the color? Should I take out the earmuff or the hood? Or is OK the way it is?

    Posted in: Art Assets
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    posted a message on [Request] DuGalle/SC1 SCV

    xD.

    I don't believe I'm capable of finishing this. I'll try my best, but the goggles and the beard are really hard for a beginner.

    I've tried making a new particle, but I don't know how to make it fit in the animations. I'll just have to keep reading...

    EDIT About the color of the skin: It depends mainly of finding the best lighting. Here's how it looks with the mercenary goliath's one in game:

    Posted in: Art Assets
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    posted a message on [Request] DuGalle/SC1 SCV

    I'm learning to use blender with println tutorial.

    I've just changed the texture. I have to learn how to make a beard :P.

    Posted in: Art Assets
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    posted a message on [Request] DuGalle/SC1 SCV

    They look like goggles. I don't know if they're something else...

    Look the attachment with high brightness.

    Posted in: Art Assets
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    posted a message on [Request] DuGalle/SC1 SCV

    Nope. Just mine. I was bored and thought how to replace with photoshop a scv that doesn't talk like a redneck and looks like one.

    Posted in: Art Assets
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    posted a message on [Request] DuGalle/SC1 SCV

    Sorry For The bump, but I've got another request. A SC1 SCV. This may be harder to do...

    Anabelle's background + Male Civilian9 + A beard + Lower brightness + Some Hue/Saturation changes + Greener clothes + Sunglasses ≈ Original SCV

    Posted in: Art Assets
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    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Ups! Yes I did. They're one set efect inside another.

    I just saw how it worked, and extrapolated that to the rest of the units with copy paste. Fell free to overwrite it.

    Posted in: Project Workplace
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    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    I was working with that. The only units missing to hallucinate are the critters.

    I haven't seen how the death of the hallucinated actors works yet, I can let you finish the job.

    There are still some bugs that I don't know how to fix (like the turret of the sunken colony after morphing, the esnare animation with the carrier, or the lighting of the arbiter tribunal placement) and you may can.

    I'm uploading the last modifications to the mod I've made (mod12) to dropbox. You can check it out then. We can also coordinate to solve the localization issues (param/etc/etc).

    Posted in: Project Workplace
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    posted a message on Text Bugs

    Saw it. It works (in esMX at least). But I've found 2 bugs:

    1- I don't know if it must work like this, but in the first cinematic there's a line of tosh from the liberty campaign.

    2- The marines have duplicated models. Is an actor issue I believe that caused by the actor of the marine (copy).

    gl

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Text Bugs

    There must be an easier way, but what you can do is to save the map as a folder with the components and then open it with an archive explorer.

    In each region's folder (for example enUS.data), open the folder "localized data" and then the .txt file GameStrings.txt. If the txt has the text that you've written in the maps, then that's your locale.

    You can simply erase the folders of all the locales but that one, or go to "Map-> Regional Configuration -> Modify" and unmark all but that one and accept.

    After that, mark in the editor all the locales and accept again.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Text Bugs

    You have to leave only YOURS (the localization of your map). That's the one that has all the language data. After that, copy it to all the other regions. Then, they should have the same language data, and you shouldn't have the error anymore.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Feedback] The Mercenaries

    Try this

    Posted in: Map Feedback
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    posted a message on [Solved] Passing a target to Effect - Instant

    Oh, I've definitively missunderstood you

    Try this way. I don't know if it will work because of the validator, but you can give it a shot:

    Create with the first ability ("effect - objective") a "set" effect that executes a "create persistent" effect in the objective instead of the behavior. The "create persistent" effect has to call each while a new "set" effect.

    The second "set" effect has to have a validator that returns true if the unit that generated the first "set" efect has a behavior that you create. It must call the instant effect (i guess a launch missile effect) you want. If everything works fine, it will only be activated when the launcher has the behavior.

    The second ability ("effect - instant") has to give to the launcher the behavior. The behavior used by the second "set" effect should last exactly the same time that the "create persistent" periods, or it may be launched twice (or even more times).

    EDIT: I've realized that instead the second "set" effect, you can directly create the "launch missile" effect with the validator in it.

    Posted in: Data
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    posted a message on [Solved] Passing a target to Effect - Instant

    I don't understand very well your need, but what you're asking at the end can be made by a "create persistent" efect in a unit that cast each X miliseconds/seconds a "issue order" efect (the instant ability) where the original objective is.

    Posted in: Data
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    posted a message on How to trigger based on the Tower Capture ability?

    You can make a periodic event that checks how many players have units in the range of the xel'naga tower. If only one has, you set the number of the player to an array/variable where is the xel'naga tower.

    Posted in: Triggers
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