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    posted a message on Few questions regarding custom portrait

    @ZombieZasz: Go

    Oh, so you mean that I can't just reuse bunch of stuffs already built in the m3 files I've imported from the editor, right? Could you then introduce any good tutorial about portrait modelling, if you know one?

    Also, is a MPQ editor necessary for extracting DDS files to the path you specified? What I would do is simply extracting DDS files from the editor and use them on 3DS, but apparently it's not working properly...

    I uploaded the pictures as attachments. The first one is when I export preview the immortal portrait model, and the second one pops up when I try to do the same thing on the dragoon portrait model.

    Posted in: Artist Tavern
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    posted a message on How to let blood stay permanently?

    @FunkyUserName: Go

    I already tried stopping death animation at early stage, but the blood still disappears. I tried it with multiple death models(some blizzard made and some custom) and result is the same for all.

    For creating new blood splat actor, could you elaborate it? Should I modify "(Basic) Event: Events +"?

    Posted in: Miscellaneous Development
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    posted a message on How to let blood stay permanently?

    I altered the Unitdeathmodel actor so that unit's corpse does not decay, but the blood on floor gradually fades away in few seconds, leaving only the unit's death model which looks awkward.

    My guess is that it has nothing to do with the particle emitter in model but with the editor, probably triggering, but not sure.

    How to let the blood stain not disappear?

    Posted in: Miscellaneous Development
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    posted a message on Few questions regarding custom portrait

    I'm using 3DS Max 2011 and Art Tools to create my own custom portrait but encountered few problems.

    1. I'm trying to use Immortal's portrait as a base, so I imported the .m3 files from Galaxy editor to 3DS Max. While the meshes are properly imported, they're missing corresponding textures. Is there any way to import meshes and textures at once and have them automatically assigned to each other?

    2. The Immortal(or Dragoon added on LotV) portrait has a mesh of bent plane located in front of the face of the protoss, illustrating the "liquid" effect. But none of Immortal portrait texture files(.dds) that I've found in the editor is relevant to this mesh. If I'm supposed to (or want to) create one of my own, how can I adjust the transparency of texture? It seems that SC2 standard material does not provide it.

    3. I assigned basic textures to the Immortal portrait and export previewed it, but all I see on the cutscene editor is its shadow. I exchanged the textures several times but the result was the same. For the Dragoon portrait, the Art Tools fails to export preview it. ("fail to export" pops up) Interestingly, when I select a mesh and preview selected then it appears just right. Any idea why these things happen?

    I'm still learning the intermediate functions of 3DS Max and Art Tools, and I'm realizing I've still got a lot to learn. Any help will be highly appreciated.

    Posted in: Artist Tavern
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    posted a message on How to add blood splat to death model?

    @ZombieZasz: Go

    You are my lifesaver.

    Thank you so much!!

    Posted in: Artist Tavern
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    posted a message on How to add blood splat to death model?

    I set emitters for blood splat and stuff, but I still don't see the color when I preview it... Could you explain how to properly assign the material to particle emitters? I simply drag and drop from the material editor and I wonder if that's the right way.

    Also, how can I copy the emitter from the sample and paste it on my model? I think it will be much easier than creating one of my own.

    -----

    I did 'save selected' for the particles and merged them with my own model and have them assigned with material, but it still doesn't work. Do I need to set particular key frames for them?

    Posted in: Artist Tavern
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    posted a message on How to add blood splat to death model?

    Ok, Thank you!

    I will try that.

    Posted in: Artist Tavern
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    posted a message on How to add blood splat to death model?

    Thanks, ZombieZasz & TaylorMouse.

    So I have managed to create the particle by imitating what was done on the sample, but should I connect it to the blood texture(as .tga file) via material editor manually? I tried export preview and I still don't see any blood splat or mist.

    Posted in: Artist Tavern
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    posted a message on How to add blood splat to death model?

    I have made a custom death animation of a unit, following the Art Tools tutorial by Blizzard, but I have no idea how to add blood splat effects to it. I guess I should add a node just like spot lights for projector, but it seems the tutorial does not cover it. Could you please help?

    Posted in: Artist Tavern
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    posted a message on How to make corpses last forever?

    @uroboros1987: Go

    Sorry, I haven't checked the forum for a while.

    So it is pretty much straightforward. Everything is the same to what I said earlier, except two things.

    1. number of seconds for duration (4 and 60 sec, for my case) must be put as Base, not Range.

    2. For each "TimerExpired" event, you should right click it and "add term" and choose "TimerName". For the 1st and 2nd TimerExpired, put Pause as name. For the 3rd one, put Unpause.

    Hope this helps.

    Posted in: Data
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    posted a message on How to make corpses last forever?

    Nvm, I figured it out. So I need to add terms.

    Now it works just as I want. Again Thanks a lot, guys.

    Posted in: Data
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    posted a message on How to make corpses last forever?

    Thank you guys for info. So I tried it with my best, but it doesn't work. Here is how I did:

    1. On UnitDeathModel actor -> (Basic) Event: Events +, I created 4 new events: ActorCreation and 3 TimeExpired.

    2. For ActorCreation, I selected Timer Set as Msg type, and put Pause on Name section and 4.0 on Range section.

    3. For the 1st TimeExpired, I selected Animation Set Pause All as Msg type, check Enabled, and put Pause on Target section.

    4. For the 2nd TimeExpired, I selected Timer Set as Msg type, Put Pause on Target section, Put 60.0 on Range Section, and Put Unpause on Name section.

    5. For the last TimeExpired, I selected Animation Set Pause All as Msg type, checked Enabled, and put Unpause on Target section.

    I wrote it as thoroughly as possible so that you can hopefully see which part I've done wrong.

    Posted in: Data
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    posted a message on How to make corpses last forever?

    Hi.

    I would like to make dead bodies of units stay forever, and tried to follow the tutorials done by users few years back, but I guess they're no longer valid for the current version of the editor.

    For example, one of the tutorials says I should go UnitDeathModel actor -> (Basic)Event: Events+ and then set:

    Actor Creation TimerSet Pause 4.00

    Timer Expired TimerName Pause AnimPauseAll 1

    Timer Expired TimerName Pause TimerSet Unpause 60.00

    Timer Expired TimerName Unpause AnimPauseAll

    But under Actor Creation, there is no such thing as 'TimerSet Pause'. I only see TimerSet and TimerKill as far as the word 'time' is concerned, so it seems like Blizzard has modified some of the features in editor since then. (probably to make it more convenient?)

    Can anyone help me go over this issue? Thank you.

    Posted in: Data
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    posted a message on Unable to import LotV unit models

    @herdal8: Go

    No. I'm using M3 import v0.35. Does the script you linked work with max 2011?

    -----

    Hey I tried your script and it works just fine! So it was because of an old script. hmm...

    Thank you so much!

    Posted in: Data
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    posted a message on Unable to import LotV unit models

    Hi. I have 3DS Max 2011 with M3 import plug-in installed, and I have had no problem with importing m3 model files up to Hearts of the Swarm. However when I try to import new units from LotV, the program stops running with critical error message. This happens both to multiplayer and campaign-only units. I guess this is because the current m3 plug-in is not compatible with what's been added with LotV.

    Any suggestions or solutions?

    Thank you.

    Posted in: Data
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