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    posted a message on How to give a unit/actor 2 models?

    This is perfect! I got it to work. Thank you guys!

    Posted in: Triggers
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    posted a message on Bugged Nova model assets in editor

    I am trying to use the new nova model assets (NovaEX3) but I can't figure out how to access the correct variation of the model and make them play the correct animations. 

    Posted in: Data
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    posted a message on How to give a unit/actor 2 models?

    It's a custom command, you type something like "-alt" and it causes the model to switch. Entering -alt again, causes them to switch back. That's the idea at least. 

    Posted in: Triggers
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    posted a message on How to give a unit/actor 2 models?

    I'm trying to figure out the simplest way to give a unit 2 models, that can be accessed via an ingame command that simply switches between them.

    A follow up question would be how to make the second model's scaling/proportions match the first model.

    Teach me wise ones! 

    Posted in: Triggers
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    posted a message on Terrain Editor displays blank screen only (Mac)

    Cutscene editor works and displays the terrain. But the actual window that displays the terrain the terrain editor is still missing. I defaulted what settings I could find. I feel I am overlooking something because it's not a graphical issue.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Terrain Editor displays blank screen only (Mac)

    My terrain module refuses to display anything but a blank screen. All other editors (data/trigger etc) are working fine. The navigation bar on top and everything about the editor displays accordingly. It's just that the part of the screen where the in-game terrain normally displays appears as a blank white/grey screen. It was working perfectly for YEARS and suddenly stopped.

    I deleted the editor and reinstalled it along with sc2. Twice. I tried different maps. Nothing. Please help!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Sound editor

    I'm not sure, because i have 2 sets of sounds with the same mode but one is heard by everyone and the other is heard by the player in control only.

    Posted in: Data
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    posted a message on Sound editor

    Does anyone have any experience with the sound editor? In particular, I'm trying to figure out how that make a unit sound heard by all players in the game or just by the player playing the unit. 

    Some of these flags look like complete gibberish to me. Any help is appreciated. 

    Posted in: Data
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    posted a message on FPS drops in a specific area of map

    No deformation, little to no creep, and the FPS drop is consistent through out the game. From start to finish, this area experiences a drop relative to the surrounding area.

    It only happens in-game, and I've tested it with others who also noted a drop in FPS in that specific area. It's not always a significant drop. I can run the map at 60-100 fps easy, but this one area can experience drops to 40, even as low as 20 late game.

    Even with lower graphics setting, this area still experiences a drop, albeit not as big as higher settings. I've tried a lot of things, even going as far as deleting 70-90% of all doodads in this area just to see and it's still there.

    I'm inclined to believe it isn't caused by the doodads or the textures. Is there anything else that could cause region specific fps drops? like triggers/points/region settings that I am overlooking.

    Posted in: Data
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    posted a message on FPS drops in a specific area of map

    There is an area in the map I am developing that causes a strange fps drop.

    With doodads, with less doodads, and with almost no doodadsI tested the area, and I noted a significant drop anywhere from 10 to 40 fps. Everywhere else in the map has a consistent fps. No other area of the map causes such drops, not even the ones that are more rich with doodads and textures.

    Is there something I should be looking out for that I may have missing.

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

    Just for future reference and possible search engine results. The method outlined by Alevice worked flawlessly. Thank you.

    Posted in: Data
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    posted a message on Doodads and Outline emitters/Occlusion

    The immediately notable ones are:

    Under models tab, occlusion is set to "show" rather than hide or none.

    Under actors > art > modelflags

    Outline occluder is ticked.

    These are the only two seemingly significant differences between them. I looked for other stuff but but so far nothing has stuck out.

    This method has worked for every doodad on my terrain except:

    Aiur Large Tree Aiur Tall Tree Purifier Tall Tree Tree - Bel'shir

    For comparison, every other type of doodad tree used like Zerus Large Tree (which innately had these settings btw) and Purifier/Aiur Giant Trees, it worked flawlessly.

    I feel whatever it is, is right there in front of my eyes but I just can't see it.

    Posted in: Data
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    posted a message on Doodads and Outline emitters/Occlusion

    Ok so I figured that if I go to the actor tab of a doodad under art, you can tick the modelflag outlineoccluder and it will allow outlines of units with the outline emitter model flag ticked to show.

    However, this for some reason is inconsistent. It has worked for most doodads. But some doodads like the Aiur Tree (large and tall variations) seem resistant to this change and refuse to show outlines behind them. There must be something I am missing. The Zerus Large Tree doodads which are very similar to the Aiur Large Tree doodads have no problem showing outlines behind them as I said earlier.

    Posted in: Data
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    posted a message on Doodads and Outline emitters/Occlusion

    Some doodads like the Zerus Large Trees allow for units (with outline emitters flagged) to show their outlines when they are behind them. How can I get other doodads to behave this way?

    Currently, I know that if I set a doodad's occlusion to hide it will be translucent, but I prefer units displaying outlines rather than see through doodads. I've flagged each unit's model so that it would display their outlines, but it only works on some doodads. I tried setting the Occlusion to "Show" rather than hide or none, but that didn't work either (The Zerus Large Trees have theirs innately set to 'Show' so that's my logic).

    Anyone have any idea how to apply this?

    Posted in: Data
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