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    posted a message on How to add blood splat to death model?

    @kim743: Go

    Yes, the particle emitter will need a material assigned to it.

    If the emitter has a material and is still not showing, in the cutscene editor, try moving the timeline cursor around a bit then playing the animation. sometimes particles do not load initially.

    Posted in: Artist Tavern
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    posted a message on How to add blood splat to death model?

    If you are using the Blizzard Art Tools (which it sounds like you are), you can create a blood splat by using particles.

    - create a SC2Particle
    - Set "Emitter Shape" to "Plane"
    - Set the "Instance Type" to "Ground Oriented"
    - Set the Particle Emitter facing to straight down
    - Set the orientation close to the ground plane, but not at 0

    The Art Tools installer comes with some demo files that should be located around:
    "\Program Files\Blizzard Entertainment\StarCraft II Art Tools (64-bit)\Examples\Units\"

    There are 3DS Max files for units and deaths. I would recommend checking out the marine death for particle specifics.

    Posted in: Artist Tavern
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    posted a message on Texture path problem on custom model via battle.net.

    @egodbout: Go

    When using the exporter, make sure to check "Use Mopaq Paths".

    Otherwise, like you said, it will try and use the local path on your computer.

    Posted in: General Chat
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    posted a message on (Resolved!) Find Unit SiteOp

    @ItemsGuy: Go

    Hello ItemsGuy,

    Yes, it is possible to find all the attachment points of a unit. This can be done using the Cutscene Editor.

    - Load the unit into the cutscene editor (example: roach)

    - In the Menu Bar, go to Render > Show Geometry > Attachment points
    - you should see green arrows around the mesh

    - Open Model Data panel (Shift+D)

    - In the Model Data Panel, you should see a folder named "Attachment Points"
    - This is the list of attachments, by clicking one, the corresponding attachment
    should start to blink.

    Hope that helps.

    Posted in: Data
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    posted a message on Attack Animation For Sprites

    I have been messing around with sprite based models, but I'm having trouble with attack animations. The method I am using is a 3D plane (billboard) with immortal style movement (Walk A, B, C, etc) and using a turret for controlling the weapon.

    I am running into the issue of correlating the correct attack animation to the different directions.

    Methods I have thought about or come across:

    Creating multiple turrets on a single unit, each with a limited arc, and the animation would be linked to the weapon.

    CON: it would be creating multiple weapons for each unit and this would not help of the unit needs to do a spell.

    Using validators to detect turret rotation and apply this in an actor event.

    I read in a few other threads to try and use "Location Arc" validators, and while this worked in a way, I got very mixed results and don't quite understand how location arc functions.

    Having Turrets for each direction that has a dummy attack that does no damage but plays the animations, and a main turret that conducts all the actual attacks and spells.

    This seems like it might get really complicated.

    Any thoughts or assistance would be appreciated. attached is my "Location Arc" test map.

    Posted in: Data
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    posted a message on [solved]Cutout mapping in 3ds max for sc2 material?

    @Mikalowow: Go

    If you are using 3ds Max:

    - Open Material Editor
    - add "SC2 Standard Material
    - Under "Material Basic Parameters"
    - change map type to "Mask" (default is "Specular")
    - set "Alpha Test Threshold" to "1"
    - check "2-Sided" ( if wings are a single image plane)

    - Under "Material Texture Parameters"
    - For "Diffuse" select "(SC2 Bitmap)"
    - For "Bitmap:" choose map texture
    - under "Color Operations" choose "Use RGB" (default is "Use RGBA")
    - Return to Material Texture Parameters
    - For "Alpha Mask" select "(SC2 Bitmap)"
    - For "Bitmap:" choose map texture ( usually same as diffuse, make sure it has an alpha channel)
    - under "Color Operations" choose "Use A" (default is "Use RGBA")


    For a cleaner result I would recommend setting the blend mode to "Blend" (default "Opaque") in "Material Basic Parameters"

    ref 3dsmax scene attached

    Posted in: Artist Tavern
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    posted a message on Multiple spritesheets for a single model possible?

    this might be about a month late but then agian, haven't checked mapster in a while.

    From what you described I would recommend having multiple planes, one for each of the sprite sets, and changing the visibility of the objects as needed.

    To do this: - Right click selected object - select "Object Properties..." - Set "Visibility" under "Rendering Control" (0.0 is transparent, 1.0 is opaque)

    Object Visibility

    To animate this feature, make sure Auto Key is turned on, you may also want to set "Key Filters..." to all and set your Default Key Tangent to Linear (the straight line, makes it so value changes on key and is not progresssive).

    Posted in: Artist Tavern
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    posted a message on VGA Rumble Art Progress

    Great work so far.
    Two artists that have really inspired me in digital sculpting are SupremeFunk and HazardousArts.
    Both are awesome sculptors, I always learn something new every time I watch a vid.
    Definitely worth checking out.

    Supremefunk:
    https://www.youtube.com/user/SupremeFunk/videos

    HazardousArts:
    http://www.twitch.tv/hazardousarts/profile/pastBroadcasts
    http://www.hazardousarts.com/

    Posted in: Artist Tavern
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    posted a message on Get TacoManStan a new avatar please

    @ZombieZasz: Go

    Starting a petition to have TacoManStan's name officially changed to Taco-Hime.

    Posted in: Off-Topic
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    posted a message on Get TacoManStan a new avatar please

    @TacoManStan: Go

    http://i.imgur.com/TlB7mHw.jpg

    Posted in: Off-Topic
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    posted a message on Get TacoManStan a new avatar please

    Keepin it classy.... I dunno what inspired me to make this at 2am....

    Posted in: Off-Topic
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    posted a message on Hellsing Mod SC 2
    Quote from Tobyfat50: Go

    Disadvantage is that you won't be seeing what your doing so you'll have to find a way to paint the alpha masks somehow.

    If you're using photoshop, theres a way I learned a while back that might come in handy:
    - Take each texture map and give it its own layer
    - Take each layer and put it into its own folder
    - Create a Blank Layer and fill it with White, Set the Layer to Multiply
    - At the bottom of the Layer Panel, click the "FX" and choose "Blending Options"
    - In Advanced Options, for Knockout choose Shallow.
    - Duplicate this layer into each folder above the Texture layer

    Knockout hides all pixels underneath it, by erasing on the knockout layer you can reveal the texture layer.
    Once you're happy with the result, you can copy the knockout layer and paste it into an alpha channel, just
    remember to deselect and invert (ctrl+i) the alpha channel after pasting.

    added ref file

    Posted in: Project Workplace
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    posted a message on Apparently the Mozared thread!

    its been almost a month, i think its about time we put this thread down...

    http://i.imgur.com/piUqQzd.gif

    Posted in: Off-Topic
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    posted a message on [Diablo III] Taylor Mouses Import scripts

    @TaylorMouse: Go

    The download link you posted 404's out, for me atleast.
    I found the script here http://www.sc2mapster.com/assets/sc1-raynor-vulture/files/41-diablo-iii-reaper-of-souls-max-2011-import-script/

    Thanks for the script, can't wait to start messing around with it.

    I love studying Blizz's assets, wish there was a D3 model viewer, there used to be one but it doesn't work anymore due to RoS and hasn't been updated in over a year.

    Posted in: Artist Tavern
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