Delphinium, can you make a ZergBuildingDeath model replica? I'm looking to just import-merge it with the current cerebrate, Defiler Mound, Queen's nest, I'm sculpting.
I'm looking for a max file, which I can grab and merge with the scene for export.
I'm sorry, I couldn't find the time to create tutorials for your provided FX max files. I find they are enough, and with your youtube tutorial, to help someone get started on particles.
@GhostNova91:
What was the fix done Ghost?
@TaylorMouse:
There is a ragdoll tutorial in the Tutorial. It's the waterbat model, pertaining to joints. Or assigning physics to bones. I much prefer a custom animation for death.
Physics can be hilarious in some cases. Like how ultralisks can throw marines zipping out into space. lol
No visual updates for now, just info that I've started working on mapping and data again -- after the models.
Just an update, most of Episode one's script is almost done (4 maps). Almost, because there's almost, always ideas coming in. Thus, ideas to throw out.
It has come to mind that the the four/three acts, will be broken up, and therefore, I have to ready the map loader and maps to call out blank maps prior to their release.
This way I can simply update with uploads of new episodes without people having to download the mission loader again.
So, never thought it would get this far deep again, but I'm liking where it is going, so...
Thanks guys. I reverted to the usual actor event creation of model. Have the death animation play along with the death actor. No timers, just destroying it after animplay.
I came across issues when you have both Vol_Target and Ref_Target, for example. I've just read that these APs are considered the same by the exporter.
For protoss, having a Vol_Shield, and Ref_Shield, will cause errors. When I use Vol_Target, no other Ref_Targets can exist, or the model will report TAV errors when attacked in-game.
You can check the models in the cutscene editor, and list the attachment points blizzard models have.
All you need to do is to right-click the model in the list at the bottom left, and choose model properties or something (I'm currently away from the editor atm). It's the third item of the flyout from the top.
Also render attachments will show you green dots on the model.
Depends on the job. How much you want to get involved, the iterations, hours.
If it we take the CoA as an example, it was a straight job, not very complex. No changes along the way. Took about 40 hours including conceptualizing, texting, animation, debugging.
I'd charge it at a price you can't get anywhere else. 50 usd. That's 3rd world price you got there. XD
Yup. Honestly, I need the credit to be mentioned. If there's a chance somebody somewhere, out there, might need some work done, I could use a few bucks. You know what I mean.
There are two cases:
1. If the models, textures, animations, etc. remain unchanged, no mention of modification should be mentioned;
2. If any part of the model is changed, a mention to the source, and that the shown model is a modified version should be mentioned.
All of this is for one reason, I'm looking to get noticed, and get paid by someone to do my thing.
I'm sure you guys understand, we need them economy flowing. :D
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Delphinium, can you make a ZergBuildingDeath model replica? I'm looking to just import-merge it with the current cerebrate, Defiler Mound, Queen's nest, I'm sculpting.
I'm looking for a max file, which I can grab and merge with the scene for export.
I'm sorry, I couldn't find the time to create tutorials for your provided FX max files. I find they are enough, and with your youtube tutorial, to help someone get started on particles.
@GhostNova91:
What was the fix done Ghost?
@TaylorMouse:
There is a ragdoll tutorial in the Tutorial. It's the waterbat model, pertaining to joints. Or assigning physics to bones. I much prefer a custom animation for death.
Physics can be hilarious in some cases. Like how ultralisks can throw marines zipping out into space. lol
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Tried changing a unit name in a mod, added as a dependency (modifiable), through a map. Opening the mod doesn't have the saved changes.
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you guys heard of this?
The concept looks interesting. The potential for the story is cool as well.
http://www.moddb.com/mods/burningground
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@GhostNova91:
It's Fenix's charge fx model. But I guess we can say something like, "it's the gold". hehe
@Zarxiel93:
Come out with it man. I don't like being manipulated.
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No visual updates for now, just info that I've started working on mapping and data again -- after the models.
Just an update, most of Episode one's script is almost done (4 maps). Almost, because there's almost, always ideas coming in. Thus, ideas to throw out.
It has come to mind that the the four/three acts, will be broken up, and therefore, I have to ready the map loader and maps to call out blank maps prior to their release.
This way I can simply update with uploads of new episodes without people having to download the mission loader again.
So, never thought it would get this far deep again, but I'm liking where it is going, so...
0
Thanks guys. I reverted to the usual actor event creation of model. Have the death animation play along with the death actor. No timers, just destroying it after animplay.
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Is there a way to make a building's actor play a death sequence animation, inherent in its model, before a death actor is called?
Say for example I want the Zerg cocoon model to play its death model, when the unit dies, then have the default ZergDeathModel play after that.
How can this be done?
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Well, they are obviously working on improvements, and asking what people are looking to use.
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I came across issues when you have both Vol_Target and Ref_Target, for example. I've just read that these APs are considered the same by the exporter.
For protoss, having a Vol_Shield, and Ref_Shield, will cause errors. When I use Vol_Target, no other Ref_Targets can exist, or the model will report TAV errors when attacked in-game.
You can check the models in the cutscene editor, and list the attachment points blizzard models have.
All you need to do is to right-click the model in the list at the bottom left, and choose model properties or something (I'm currently away from the editor atm). It's the third item of the flyout from the top.
Also render attachments will show you green dots on the model.
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Done. I asked for an importer, or max files for death models.
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Contains all assets made (if I didn't miss anything).
Features Zergund, Ralrazin, Citadel of Adun, Tribunal, Observatory, Zealot, HT, Carrier.
Birth Anims, Placement, Stand, Work, etc..
I'm gonna have to take a rest for some time. That was really exhausting.
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Depends on the job. How much you want to get involved, the iterations, hours.
If it we take the CoA as an example, it was a straight job, not very complex. No changes along the way. Took about 40 hours including conceptualizing, texting, animation, debugging.
I'd charge it at a price you can't get anywhere else. 50 usd. That's 3rd world price you got there. XD
0
Yup. Honestly, I need the credit to be mentioned. If there's a chance somebody somewhere, out there, might need some work done, I could use a few bucks. You know what I mean.
There are two cases:
1. If the models, textures, animations, etc. remain unchanged, no mention of modification should be mentioned;
2. If any part of the model is changed, a mention to the source, and that the shown model is a modified version should be mentioned.
All of this is for one reason, I'm looking to get noticed, and get paid by someone to do my thing.
I'm sure you guys understand, we need them economy flowing. :D
0
Good luck man! I can't wait for this.
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It's the normal map doing something when viewed in the cutscene editor. In-game, it looks fine.
I don't know what's up with that.