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    posted a message on Unexpected Fatal Error on model view

    After I updated my graphic card driver(Nvidia), every time I open up the model viewer(no matter what model or unit it belongs to) the whole program crashes immediately with Unexpected Fatal Error message.

     

    Is anyone having the same problem?

    Posted in: Data
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    posted a message on Modified lights not applicable to portrait models

    Ok, I found out something more specific.

     

    Changes in Tone Mapping section in Lighting window are not applied to in-game portraits.

    I don't know why, but it is just what it is, based on my attempts.

     

    Any method to actually make them changed?

     

     

    Posted in: Artist Tavern
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    posted a message on Modified lights not applicable to portrait models

    Hi.

    I made a custom portrait model, and I would like to put a custom light on it so that it looks more awesome.

     

    The lighting sets that already exist in the editor work just well; I switched lightings in Art: Lighting section of the portrait model and they appear with the model with no problem. However, after I modified their specifications(Ambient color, Diffuse color, etc) via the Lighting window and launched the game, the portrait appears with the map's default lighting, as if it does not recognize the modified light applied specifically to it. I created a new light set copied from existing ones, but it doesn't work either.

     

    How can I modify existing lights and properly apply them to portrait models?

    Posted in: Artist Tavern
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    posted a message on Custom portrait camera view question

    NVM, I can check that in the cutscene editor's view menu... so stupid.

    Posted in: Data
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    posted a message on Custom portrait camera view question

    I successfully exported a custom portrait .m3 file to the editor, but realized that the only way to see if the camera is properly set is to mount the mod, activate the game, and then click a unit with the portrait assigned. It's kinda painstaking to me, are there any convenient & instant ways to check how the portrait is viewed in game, without creating a new mod/map or launching the game?

    Posted in: Data
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    posted a message on SC2 not recognize Biped?

    @Delphinium1987: Go

    Hello.

    Ah, that's why. I used physique. I will try again with skin.

    Thanks!

    Posted in: Artist Tavern
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    posted a message on SC2 not recognize Biped?

    I rigged the model with biped and it animates just fine in max. But when I try to export and preview it using art tools, the model stays static in the cutscene editor. What's strange is the biped skeleton actually animates in preview with the mesh being static, as if it's never rigged. (I recognized this after I colored the skeleton with random texture to observe them after exporting)

    does animation only work with bones and corresponding IK solvers after I export the model?

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

    @FunkyUserName: Go

    I don't quite understand your explanation. Did you mean 'a model' as a unit's death model? My unit's death model(which contains blood splat) successfully freezes after its death motion, while the blood splat underneath it gradually fades out nonetheless.

    Or if you meant a model of blood splat, could you explain how to properly create one?

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

    Thanks all for various infos and comments. If you aren't bothered, I would like to ask one more question.

    So I altered the unit death actor in a way discussed above so that unit corpses stay after the death animation, but the problem is that the blood splat on floor slowly disappears in few seconds after the death animation is over. I want the blood splat remains permanently along with the corpse. It seems I should create a new actor for blood splat but I'm not sure how to set it up.

    I posted a thread on this before, but no luck.

    Posted in: Data
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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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