CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Vital Validators based on missing vitals?

    Creating a map trying to avoid using triggers for everything like I normally do. My goal is simple, which is to try to create an ability that is autocast, and validates if the caster has 5 or more missing shield points before acquiring a target. 

     

    I can't seem to figure out how to do anything math related with validators, its all just comparing 1 value to 1 value, if I could find some math logic validator I would do max shields minus current shields is greater than or equal to 5.

     

    Posted in: Data
  • 0

    posted a message on How to make StarCraft II Assets

    It's been a couple days, and I have had a tiny amount of success, I created my model, and it shows up in starcraft 2, but I don't know how to get the texture to link properly in blender.

    Posted in: Tutorials
  • 0

    posted a message on Creating Simple Model From Scratch?

    Hello Sc2Mapsters, I've been playing around with maps lately and I thought I could use a simple model for my map, so I tried slapping one together in blender, but many issues arose, I have Talvs m3 import/exporter add-on.

     

    I will cut to the chase here, I'm just trying to create a dirt mound model for an item that can be picked up into an inventory. every time I try to export my very simple model, basically a blob, with an image texture, I get a lot of errors, like the mesh doesn't exist in the master collection, or I need one armature, a mesh without modifiers, and one edge. 

     

    Can anyone give me some tips on how to create a basic non animating model from scratch in blender that can be exported into m3 format without errors and show up in the starcraft2 editor?

    Posted in: Artist Tavern
  • 0

    posted a message on How to make StarCraft II Assets

    Okay, so I tried what you said, exporting a basic common sc2 model, and importing to blender, making slight sculpt modifications, and exporting out. Had no problems with that really except for limited editing, like I couldn't figure out how to edit any of the animation, or get different sculpting tools.

     

    The model showed up in the sc2 galaxy editor, and the zergling claws were larger, as I edited them to be so.

     

    How can I figure out how to create a model from scratch that will be compatible to be viewed inside sc2?

     

    A couple things I noticed within blender while editing, the zergling model uses several meshes, and armatures, and somehow a texture library (same Assets/Texture file path as in the galaxy editor) embedded into the model, but the texture is not visible on the grey model.

    Posted in: Tutorials
  • 0

    posted a message on How to make StarCraft II Assets

    it's very frustrating, some things are just not meant to be I guess.

    Posted in: Tutorials
  • 0

    posted a message on How to make StarCraft II Assets

    I did all that, and im not getting a duplicated addon name error anymore, but I'm still getting an error for exporting projects using a "mesh" type object.

     

    Other projects I export, especially using the nurbs type objects, I don't get any errors, but still these do not show up visually in the galaxy editor model previewer.

    Posted in: Tutorials
  • 0

    posted a message on How to make StarCraft II Assets

    There's 4 files in the zip called "_init_.py" blender is telling me to delete the duplicates to fix the issue, but they are all different file sizes, and I don't know how this will affect the functionality of the addon. 

     

    EDIT: they aren't the same size by they are in separate folders within the main folder isolated with different files of different sizes.

    Posted in: Tutorials
  • 0

    posted a message on How to make StarCraft II Assets

    Apparently there are 2 addons with the same name conflicting with each other, not sure how to fix this since I've uninstalled blender and deleted the remaining directory before reinstalling, in attempts to fix the issue.

    Posted in: Tutorials
  • 0

    posted a message on How to make StarCraft II Assets

    So before, I said I didn't have any export errors, which was true, and I was able to import the custom (from scratch, and very simple model) into sc2 edit, but the file was very small (1.07kb) and didn't show up the model when I went to view it within the editor. 

     

    Now, for some reason now I am indeed getting an error with subsequent exports from blender, again just exporting very basic models as a test, eg, the default cube and other basic objects. Here is an example of one of the errors:

     

     

    Posted in: Tutorials
  • 0

    posted a message on How to make StarCraft II Assets

    Thank you, actually I found the Talv m3 addon an hour and a half ago, my model is not showing up in the editor :(

     

    I didn't get any export permission errors though.

     

    It's cool you got results, I'll have to check them out sometime.

     

    Posted in: Tutorials
  • 0

    posted a message on M3 Importer/Exporter for 3D Object Converter

    10 years after sc2 released, still no obj - > m3 converter for blender or other free programs, ugh.

    Posted in: Miscellaneous Development
  • 0

    posted a message on How to make StarCraft II Assets

    Still no .m3 converter for Blender or any other freeware?

    Posted in: Tutorials
  • 0

    posted a message on reaper grenade

    You're welcome, glad to be able to help.

    Posted in: Data
  • 0

    posted a message on Queue Ability Orders

     

     

    Hello Willjay84,

     

    Thank you for the attempt to create an example. It shows promise, but there are a couple issues. 

     

    -In my map there will be dozens of the drop offs to be built, not just 1.

    -The drop off in your example happens when returning to the mineral patch.

     

     

    I noticed you added the drop off ability to the scv and issue an actor animation change to superficially carry minerals,  this seems just unnecessary, to me, is there a way to just issue a queue command to "shift+right click" the return structure like in normal games, but via trigger?

     

    Edit: I created sort of a workaround, which is always annoying, but essentially the workers stop and a trigger orders them to return cargo, and then set out to gather at the rally of the structure. Last thing I need to solve is how to make unlimited workers be able to mine on the same rock without automatically searching for another one nearby.

     

    Posted in: Triggers
  • 0

    posted a message on Queue Ability Orders

    I am having difficulties with trying to queue an order to an scv to drop off his minerals he will gather at the structure he spawned from, ignoring all other drop offs that are closer.

     

    Here's my section of GUI code so far:

     

    General -If (Conditions) then do (Actions) else do (Actions)
    If
    (Unit type of (Last created unit)) == SCV
    Then
    Unit -Order (Last created unit) to (SCV - Gather targeting (Rally point target unit of point 1 with target 1 for (Picked unit))) (Replace Existing Orders)
    Unit -Order (Last created unit) to (Smart Command targeting (Picked unit)) (After Existing Orders)
    Unit -Order (Last created unit) to (((SCV - Gather (SCV), 1))) (After Existing Orders)
    Else

     

     

    The index (SCV - Gather (SCV), 1) is supposed to reference the "dropoff" command but when he smart moves to the building he just chills and doesn't drop off. 

     

    I'd like to achieve the same effect of when in game I can shift click from mineral patch to drop off structure and they just drop off when they get to the target structure, but this smart targeting doesn't appear to create a queue rally like when queuing commands manually in game, doesn't seem very smart as the name implies using that command, since its not engaging the order to drop off onto the target structure the smart command is issued onto.

     

    I will add, that the return cargo sub ability is an instant, and can't have a unit target, perhaps I should see if I can change the fundamental limitation via data editor?

    Posted in: Triggers
  • To post a comment, please or register a new account.