That image's weight with an alpha chanel would be around 5kb. At 16 frames per sec you would need around 64 images (320kb).
You can make a loop switching the frame each 1/16th second, and it would look like a gif. It would also look cleaner than a model or an .ogv file, because you wouldn't have to mess with cameras + dialogs + resolutions.
I used Println's blender addon to import the model and altered every material layer color that already had a configured color. I've done the same with the particle systems. It's not hard, but kind of annoying since you have to check every material layer and particle system one by one.
EDIT: I've updated the model. Now there isn't any orange trails. It's in my assets page.
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Kind of obvious topic here...
(Extra pictures coming later)
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How about a starcraft to scale exercise?
I mean resizing all the units/doodads to make the world look real. We could base the relations in xiaorobear's project
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NECROBUMPING ALERT!
I've noticed some errors, and learned some new things. The tutorial is now updated (check the edit in the first post).
@ScorpSCII: Go
You're welcome! I'm glad this was useful for somebody.
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That image's weight with an alpha chanel would be around 5kb. At 16 frames per sec you would need around 64 images (320kb).
You can make a loop switching the frame each 1/16th second, and it would look like a gif. It would also look cleaner than a model or an .ogv file, because you wouldn't have to mess with cameras + dialogs + resolutions.
I'm attaching a quick example
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The actors have a flag called "fog visibility". Shouldn't setting it to visible be enough?
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@Nebuli2: Go
1- Make an actor based on the skybox
2- Place it on the map
3- Rotate it
4- Profit!
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@Domper: Go
If your team color is yellow, you have a super saiyan biker.
@StealthToast: Go
You're welcome. The hair is team colored because it looked weird in black, meaning that I would have to make a new texture.
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You can also configure the tooltip when creating the button. It has an option.
(You would have to create an invincible button over the icon)
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@Stompppp: Go
There's an option when selecting dependencies that is called "use last version".
If a map published in battle.net has the dependency with that option enabled, Battle.net will update the mod before the players open the map again.
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That's a model issue.
The model has a "rigid body", flagged as walkable. To use it as you want to, you would have to edit the model, removing that bone.
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@DeltaCadimus: Go
You're welcome
@TheSC2Maniac: Go
I used Println's blender addon to import the model and altered every material layer color that already had a configured color. I've done the same with the particle systems. It's not hard, but kind of annoying since you have to check every material layer and particle system one by one.
EDIT: I've updated the model. Now there isn't any orange trails. It's in my assets page.
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@TaylorMouse: Go
It was a joke :P.
Still, I had to assign the mesh to the bones, change some shapes and move around some others, It wasn't just copy and paste.
Here it is:
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@greythepirate: Go
I'm not completely sure if he can do it with that method. The model forces the tint to be orange.
@DeltaCadimus: Go
Here you go (the death animation might not be exactly like it was before):
http://www.sc2mapster.com/assets/cachos-kitbashes/files/73-green-shakuras-archives/
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@TaylorMouse: Go
Hey! renaming bones requires lots of expertise! I've spent many years mastering that art...
On topic. I'll be uploading it tonight, after finishing the icon and the wireframe.
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Challenge accepted!