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    posted a message on Help me remove Coop Dependencies!

    How do you convert an sc2cmpontents folder back into an sc2map folder...

    On a Mac. /plottwist

    Is there a converter I don't know about? A method you or others can share?

    Posted in: Data
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    posted a message on Menu tab missing when loading map

    @Alevice: Go

    I don't think the Abathur coop mission biomass and symbiote models are innate to void.

    Posted in: UI Development
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    posted a message on Help me remove Coop Dependencies!
    Quote from Forge_User_87697641: Go

    You have to reset every data value that's dependant on that dependency to it's standard value. You can see which data you have to reset whenever you try to remove the dependency.

    You mean go to that value and right click "reset"? I must be doing it wrong because that doesn't seem to do anything.

    I opened the data editor and used the dropdown menu to find all allliedcommandersc2mod files and just reset them and that didn't seem to do anything either.

    Posted in: Data
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    posted a message on Help me remove Coop Dependencies!

    I added them, and now they are causing a shitty bug (see UI forum), and now I want to remove them but I can't!

    Posted in: Data
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    posted a message on Menu tab missing when loading map

    I now can't seem to be able to remove the coop dependencies! help!

    Posted in: UI Development
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    posted a message on Menu tab missing when loading map

    @Alevice: Go

    I didn't realise I could do that.

    I'm using less about a dozen models from the coop dependencies. The Nova dependencies have been bountiful enough. Can you please guide me on how to copy them into my map without adding the dependencies themselves?

    Posted in: UI Development
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    posted a message on Menu tab missing when loading map

    Hey, can someone offer me insight on this issue. I think it is related to adding the coop mission dependencies but I am not sure.

    Basically, when I load up the map via 'test document' the menu panel with the 'quit' button etc is missing completely. I can only quit the test document by exiting the window and quiting from outside the game.

    This is the error that appears.

    error

    Any help would be appreciated.

    Posted in: UI Development
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    posted a message on Noa Covert Ops and the Editor

    @CybrosX: Go

    YAAAAAASS! TY!!! <3

    Posted in: General Chat
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    posted a message on Noa Covert Ops and the Editor

    Thank you so much. That was extremely helpful, especially the part about the skins.

    But there is something I still can't find in the editor for the life of me.

    That zerg garrison building infestation from the third mission. I am starting to feel retarded looking for it. :(

    Posted in: General Chat
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    posted a message on Noa Covert Ops and the Editor

    Guys, I bought the nova covert ops and I can't find or open the maps in the galaxy editor. I can find other campaign maps in the edtior but not nova.

    How can I find and access all the new assets. Please help

    Posted in: General Chat
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    posted a message on Do you know where I can find this in the editor?

    The zerg infestation on top of the garrison building. It's from the new nova covert ops missions, but I read that it should be in the editor as other nova ops assets can be found there. Any help is appreciated.

    Posted in: Artist Tavern
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    posted a message on How to control where units fire their weapons from

    On an unrelated note, how can I give a new unit actor (let's say a zealot), the sound files of another (zergling for example)?

    Posted in: Data
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    posted a message on How to control where units fire their weapons from

    This probably is a really stupid question but hear me out.

    So I am making and modifying a new unit that utilizes the Xelnaga construct as its model actor and for some reason the new unit is firing its Xelnaga construct beam from its feet. It should be firing it from its eyes/head like in the campaign. What am I doing wrong? Or which field should I modify to control where (on the unit's model) the beam is fired from.

    Thank you for your time.

    Posted in: Data
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    posted a message on Do you know where I can find this in the editor?

    I found it under the foliage tool like you said, but I think i'm better off turning it into a doodad. The 'generate foliage' tool fills the map and I'm afraid that it will cause loss of fps.

    Do you have any tips on how to isolate and create that one foliage (the grassy kind) into a doodad?

    Posted in: Terrain
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    posted a message on Do you know where I can find this in the editor?

    I did open that map in the editor, and I found that part of the map. Problem is I can't click it. It's not a doodad, not a unit, and not a texture. I don't know what it is but I know that I must have it for my map. For ART!

    Posted in: Terrain
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