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    posted a message on need help with models

    here you go, good luck with your project

    Posted in: Miscellaneous Development
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    posted a message on Starship Troopers Arachnid Model

    Thank you all for your input,

    @GnaReffotsirk: Go

    the bobbing is the stand animation, i tired a version where the legs were still and the body fidgeted, but it looked a bit off. could use some tweaking tho :)

    @tigerija: Go yeah i was thinking the same thing, then i realized that when i was making the torso that i used a cylinder and spheres with 30-40 faces X_x amateur mistake i guess, chopped them out and reduced the poly count by half. When I edit the model though i lose all animations, anyone happen to know a way around this?

    i did animate the front legs digging but the timing for when it goes under the terrain plane is a little off, im going to exaggerated it a bit more and change the timing some. the back legs bother me aswell but not quite sure what to do with them.

    @Triceron: Go Yes i am using the most current M3 plugins (v1.5, special thanks to NiNtoxicated01 for taking the time to write that) but i appreciate the suggestion.

    im debating if I want to hack away at my current model or start a new one from scratch.

    Posted in: Artist Tavern
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    posted a message on Starship Troopers Arachnid Model

    @Sephiex: Go

    Thanks for the input, i personally am probly not gona make a SST map but i wouldnt mind if anyone wanted to use my model :). im currently trying to lower the poly count using the Optimize modifier, i got the model down to 2.6k polys but it gets distorted when i export the M3 (see attachment)

    Posted in: Artist Tavern
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    posted a message on Starship Troopers Arachnid Model
    Quote from Sephiex: Go

    Certainly doesn't look bad for a first model, but how many polygons is it? (I believe the hotkey for showing polygons is ' 7 ' in 3DS Max.)

    7,967 Polys 4,328 Verts

    Posted in: Artist Tavern
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    posted a message on Starship Troopers Arachnid Model

    Hello all, ive been working on a model for a few weeks and thought id share with everyone. please keep critique tasteful, this was litterly my first model and first time using 3DS MAX Model has full stand, walk, attack, and burrow animations

    Embed Removed: https://www.youtube.com/v/eH-o_0taero?fs=1

    bug1 bug2 bug3

    Edit: Youtube embed didnt work, heres link of demo

    Posted in: Artist Tavern
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    posted a message on {Req} You need a beta key. *I* need a kickass loading screen.

    @Skizot: Go

    like the concept, caught my interest for nostalgia's sake. Been working on a piece from scratch, ill post it if i get it done but don't wait up for it. Work have been killing all of my time :\

    Posted in: Artist Tavern
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    posted a message on Marine Vertical Aim Animation

    @ArcadeRenegade: Go

    To be able to add the animation, you will have to edit the model with 3D Studio Max or Gmax ( a free version of 3DS max.)

    • Custom Models, Textures, Sounds, etc are all saved within the map.

    Hope this helped. if your still having trouble there are some good modeling tutorials on Youtube or you can search google.

    Posted in: Artist Tavern
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    posted a message on Custom Textures and Team Colors

    @Flirer: Go

    the software that I used was Photoshop CS3 with the DDS import/export plugin from Nvidia. The format that i saved the textures as was DXT3 ARGB 8 bbp | Explicit Alpha. to import your textures into a map or mod, create a set of folders on your desktop or work folder named Assets\Textures. Save your DDS texture in these folders ( to replace a particular models texture save it as {UnitName}_diffuse.dds ) when importing, make sure to select both folders aswell as the file. Save the map/mod so that it creates the archive and your done :)

    Posted in: Artist Tavern
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    posted a message on Importing models into Editor

    @Articorse: Go

    I think i may know what your issue is, i had a similar problem.

    • First i recommend closing any other programs that might in any way use the model or mpq
    • Next create a new map, open the Import Manager (F9) and add your model(s)
    • If your are able to view your model (from what you posted earlier you are able to) SAVE the test map this will create an archive within the map so that the editor will recognize any files imported.
    • Open up the Previewer (Crtl+Shift+V) and check for your models in the Library

    hope this helps

    Posted in: Artist Tavern
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    posted a message on Beta Key Contest PT2 - Loading Screen

    did some research on the arcade version and went for a retro look

    Posted in: Artist Tavern
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    posted a message on Beta Key Contest PT2 - Loading Screen

    @ConflictZero: Go

    Any particular theme or addition information pertaining to gameplay you'd like incorporated into the loading screen?

    Posted in: Artist Tavern
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    posted a message on Custom Textures and Team Colors

    @Tzunamis: Go

    Thank you I was able to fix the issue, Correct it is dependent on the Alpha settings. it appears that i erased or lost the alpha map on my original texture. when i compared it to a texture i freshly extracted from the MPQ i noticed it under channels :\

    Posted in: Artist Tavern
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    posted a message on Stalker blink cooldown

    @mrklaus1986: Go

    To change the stalkers Blink timer:

    • Open up Data Editor (F7)
    • Goto the Abilities Tab (if you do not already have a tab open, you can open it through the Data Type drop down menu.)
    • Select Stalker - Blink
    • In the Values Box on the Right-Hand Side, Search for (None)-Cost+ and open it
    • Select the First String under Cost ( looks like 0 none {0|0|0|0} etc)
    • Scroll down in the Object Values window till you see a category named None
    • Time Use is the option you'll want to change
    Posted in: Miscellaneous Development
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    posted a message on Custom Textures and Team Colors

    ive recently been messing around with some of the dds textures and it seems whenever I edit or replace one, team colors are no longer displayed or in some cases will display the team color as dots all over the unit. using the Nvidia DDS plugin for Photoshop. anyone have an idea on what the issue might be? in previous blizz games and others it was a specific color range but that doesnt seem to be the case. jackel-custom hellion

    Posted in: Artist Tavern
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