would be nice to use this in a better version of 3dsmax like 2012 or 2013
note: for anybody that doesnt have it are we allowed to post a link to download the startools or is this bad i dont see anywhere where it says we cannot
you are looking for a vector of arrays but im not sure thqt exists in the editor a vector can change size dynamically but what i have found in the editor if you want to use a table like structure your best bet would be cooltable(99)(99). referencing that table in a double for loop ex.
players near you will be great when you play at a college or a university and i like the ability to publish anywhere that's what i'm most excited about
Blizzard has been having issues with the battle.net service ever since the next release of the beta patch and starter edition bug which popped up earlier this week (mondayish)
are you using the beta editor? i tried some of my spells i made in the beta editor and they were broken haven't tried them in the newest retail patch. maybe blizzard is changing the way data is handled.
on a side not in the beta editor some actor events that i modify show as red instead of green this is different, is it a new way to tell if a data entry is invalid or is it just different colour schemes
only thin i can think of is clear your bnet cache go into sc2 play your map and look fir the cached map in the cache folder cant remember exatly where though sorry
I figured it out if you use an image with alpha the alpha colour lets say black must match the colour that youwant to get rid of in this case the original colour of the alpha was black and the colour i wanted to get rid of was a pukey brown colour
Note: i have updated my asset with the new texture file
When i import a model with transparency into a map file it looks fine in the cinematic editor. but when i put it into a mod file the transparency breaks here is some pics of what i mean
this issue is in hots editor aswell
i would also like to point out that i created my textures with photoshop and the compressonator in photoshop i save it as a targa the in the compressonator i compress it to a dds file with dxt5 (which i believe uses alpha channels)
dont worry about the darkness i just had the first one highlighted
well after some playing around i just figure i would do it the dirty way so i managed to get it to work by taking the armory base model and just replacing the maps and model and switching the animations around
in turn i am going to post the max scene, m3 model, and all the required textures if anybody wants a working waypoint from diablo 3
hmm it is not working i have the brightness multiplier on the spec map changing but in sc2 it is always visible
actually it's not saving the animation at all like its saving the different sequences but not the actual animation data i have attached the model with an animation to move the waypoint in the stand 01 but in sc2 it doesnt move it just shows the spec map ontop of the waypoint
so the construction model
so the information i need is in the actual texture file?? that will make it come in and out in animation
oh i see i looked at the model of the armory and its light blink while building and i noticed it has to do with the emissive map looks like i am going to have to make an emissive map for my waypoint
does anybody know how to do that in 3ds max. reiteration: make a model fade in and out with its animation i tried using a visibility track and chnage it over the timeline but sc2 editor doesnt recognise it ive seen some models have this sort of thing on it like this model of a portal but cant seems to replicate it http://www.sc2mapster.com/assets/dark-protoss/files/44-portal/
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@Taintedwisp: Go
i believe if we ask blizzard nicely they will give us an importer as it is fairly important
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would be nice to use this in a better version of 3dsmax like 2012 or 2013
note: for anybody that doesnt have it are we allowed to post a link to download the startools or is this bad i dont see anywhere where it says we cannot
0
@En7ropi: Go
you are looking for a vector of arrays but im not sure thqt exists in the editor a vector can change size dynamically but what i have found in the editor if you want to use a table like structure your best bet would be cooltable(99)(99). referencing that table in a double for loop ex.
0
players near you will be great when you play at a college or a university and i like the ability to publish anywhere that's what i'm most excited about
0
Blizzard has been having issues with the battle.net service ever since the next release of the beta patch and starter edition bug which popped up earlier this week (mondayish)
are you using the beta editor? i tried some of my spells i made in the beta editor and they were broken haven't tried them in the newest retail patch. maybe blizzard is changing the way data is handled.
on a side not in the beta editor some actor events that i modify show as red instead of green this is different, is it a new way to tell if a data entry is invalid or is it just different colour schemes
0
@Cyrileo: Go
only thin i can think of is clear your bnet cache go into sc2 play your map and look fir the cached map in the cache folder cant remember exatly where though sorry
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I figured it out if you use an image with alpha the alpha colour lets say black must match the colour that youwant to get rid of in this case the original colour of the alpha was black and the colour i wanted to get rid of was a pukey brown colour
Note: i have updated my asset with the new texture file
0
any ideas -> http://www.sc2mapster.com/forums/development/artist-tavern/47879-why-does-this-happen/#p1
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any ideas ^^
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the newest patch from blizzard fixed this issue thanx blizz
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When i import a model with transparency into a map file it looks fine in the cinematic editor. but when i put it into a mod file the transparency breaks here is some pics of what i mean
this issue is in hots editor aswell
i would also like to point out that i created my textures with photoshop and the compressonator in photoshop i save it as a targa the in the compressonator i compress it to a dds file with dxt5 (which i believe uses alpha channels)
dont worry about the darkness i just had the first one highlighted
0
@xXdRaGoNrIdDeRXx: Go
well after some playing around i just figure i would do it the dirty way so i managed to get it to work by taking the armory base model and just replacing the maps and model and switching the animations around
in turn i am going to post the max scene, m3 model, and all the required textures if anybody wants a working waypoint from diablo 3
0
@Leruster: Go
hmm it is not working i have the brightness multiplier on the spec map changing but in sc2 it is always visible
actually it's not saving the animation at all like its saving the different sequences but not the actual animation data i have attached the model with an animation to move the waypoint in the stand 01 but in sc2 it doesnt move it just shows the spec map ontop of the waypoint
0
@Leruster: Go
so the construction model so the information i need is in the actual texture file?? that will make it come in and out in animation
oh i see i looked at the model of the armory and its light blink while building and i noticed it has to do with the emissive map looks like i am going to have to make an emissive map for my waypoint
0
@xXdRaGoNrIdDeRXx: Go
does anybody know how to do that in 3ds max. reiteration: make a model fade in and out with its animation i tried using a visibility track and chnage it over the timeline but sc2 editor doesnt recognise it ive seen some models have this sort of thing on it like this model of a portal but cant seems to replicate it http://www.sc2mapster.com/assets/dark-protoss/files/44-portal/