I have downloaded Blender, installed the add-on for .m3 models. I open a model, I rotate it and then I try to export the rotated model as a new .m3 file.
But I get this error message, as shown on the picture.
I have a structure that uses the Karax - Servitors ability, which allows it to produce 4 hovering small units called Servitors, attached to the structure. The Servitors can move around a little bit around the structure but not far away.
Is it possible to make the Servitors attach themselves to other nearby structures? Any ideas how to make this work?
For example, my structure produces 4 Servitors. I order them to be attached to a nearby structure. They move there and get attached. (It is not far.) My structure can now produce 4 new Servitors because it "gave away" its Servitors.
Yep, I want to eliminate all other birth animations except one in the Actor. So the Nydus Worm always spawn with the same animation when it pops out of the ground.
In the Cutscene editor, I found three animations for the nyduscanal.m3 model: Birth, Birth01 and Birth02. I assume those are the names I need to reference in the Actor Event field? But how can I get the Actor to always play the same birth animation?
Thanks for giving it a try! I really appreciate your effort!
I will try to come up with a workaround or simply heavily adjust what I have in mind for the ability. Haha I thought this would be easy, but sometimes the seemingly easy abilities turn out to be hard to build in the editor :D
I tried to solve the spell once again, but I just can not get it to work... :(
The spell is supposed to create a unit when it targets the ground, and add a buff to an enemy unit when it targets a unit. No matter what validators or effects I use, the spell always create a unit, it never adds a buff.
I have a structure that uses invisibleunit.m3 as a base model. Then it has other Actors attached to it with other models.
Does the invisibleunit.m3 itself cause any lag ingame?
As a comparison, the model mirahorner_telefrag.m3 lags a lot as soon as there are a couple in the game.. I assume that sooner or later, a lot of invisibleunit.m3 will also impact the game..?
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Hello,
the new commander Stetmann has a new power source, as seen here at 1.10:
I am trying to find the power source produced by Stetolites in the editor, but I can not find it. Any idea where to look?
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In reply to Alleyviper85:
Thanks for the tutorial!
Haha I was not expecting this to be so complicated, I was naive and thought it was easy to import a model, rotate it and export it again.
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Hello,
I have downloaded Blender, installed the add-on for .m3 models. I open a model, I rotate it and then I try to export the rotated model as a new .m3 file.
But I get this error message, as shown on the picture.
Any idea what I am doing wrong? :(
0
I have a structure that uses the Karax - Servitors ability, which allows it to produce 4 hovering small units called Servitors, attached to the structure. The Servitors can move around a little bit around the structure but not far away.
Is it possible to make the Servitors attach themselves to other nearby structures? Any ideas how to make this work?
For example, my structure produces 4 Servitors. I order them to be attached to a nearby structure. They move there and get attached. (It is not far.) My structure can now produce 4 new Servitors because it "gave away" its Servitors.
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Amazing, do you plan to release them soon? :D
0.941709111488399
Love it!
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Yep, I want to eliminate all other birth animations except one in the Actor. So the Nydus Worm always spawn with the same animation when it pops out of the ground.
In the Cutscene editor, I found three animations for the nyduscanal.m3 model: Birth, Birth01 and Birth02. I assume those are the names I need to reference in the Actor Event field? But how can I get the Actor to always play the same birth animation?
I upload a print screen of it
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Hello,
I see in the Cutscenes editor that the model Nyduscanal.m3 has three birth animations: Birth, Birth01, Birth02.
I want the Nydus Worm to always play the same birth animation when the structure is completed.
It should be simple, but I can not get it to work in the Event fields in the Actor... >.<
Any ideas how to set it up in the Event field?
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Thanks for giving it a try! I really appreciate your effort!
I will try to come up with a workaround or simply heavily adjust what I have in mind for the ability. Haha I thought this would be easy, but sometimes the seemingly easy abilities turn out to be hard to build in the editor :D
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Here comes the sixth picture that didn't fit in the post above
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I upload the print screens separately, are they readable now?
Sorry for the inconvenience T_T
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Sorry, here is a new one with twice the size, hopefully it is readable
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Sure, see the uploaded picture in this post :)
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I tried to solve the spell once again, but I just can not get it to work... :(
The spell is supposed to create a unit when it targets the ground, and add a buff to an enemy unit when it targets a unit. No matter what validators or effects I use, the spell always create a unit, it never adds a buff.
Any more ideas?
0
I have a structure that uses invisibleunit.m3 as a base model. Then it has other Actors attached to it with other models.
Does the invisibleunit.m3 itself cause any lag ingame?
As a comparison, the model mirahorner_telefrag.m3 lags a lot as soon as there are a couple in the game.. I assume that sooner or later, a lot of invisibleunit.m3 will also impact the game..?