• 0

    posted a message on PEEPMODE: New maps, new features, new video!

    My buddies and I played some PeepMode yesterday and I think I may have found a glitch. I wanted to check the replay to be sure but it didn't save one unfortunately.

    Anyways, I think that after playing a few games it doesn't always reset your upgrades. I noticed that when I built an evolution chamber as Zerg in one of my games that I already had armor 1 researched. Another issue, is when using the observer ui it doesn't always show what the drop down says it should. For instance...when I check income it might show harvesters. Resources might show units. It's kind of odd.

    But it's an awesome map, great work.

    Posted in: Map Feedback
  • 0

    posted a message on Starcruisers

    Ah man, this look fantastic. Though a little disappointing for me because I have been working on something quite similar.

    Posted in: Project Workplace
  • 0

    posted a message on [Terrain] Terraining Smoothness: optimizing performance through terrain

    Damn...I re-textured my entire map which took hours.

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    That is while you are defining the texture itself, in the textures section of the Data editor. After declaring the slots on the model, you have to create a texture to put into those slots. In that texture in the data editor, you have to define what slot the texture is supposed to go into as well as pick the texture asset itself. There are very few fields for textures, so it shouldn't be hard to find once you create a texture.

    Posted in: Tutorials
  • 0

    posted a message on [Dialogs] Really Great Looking Dialogs, Part 1

    Just wanted to say fantastic tutorial. I carefully went through every step and it worked perfectly. A great introduction to records, action definitions and parameters for me...all things I have neglected in the project I am working on. I am excited to hop into the next one!

    Posted in: Tutorials
  • 0

    posted a message on [Terrain] Terraining Smoothness: optimizing performance through terrain

    This is a fantastic quick tutorial. I have some questions though. If you use the 'map textures' menu to replace every texture with the same one, will the layering be flattened? Or will it still keep the layers...just with the same texture? And if it does keep the layering, what is the best way to get rid of it?

    I am trying to optimize a map I have already created, and I just want to make sure I do it correctly.

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Thank you for all your help. I am going to keep working on the swirley stuff, that map really helps.

    Here is a new question though:

    I read earlier in the thread that if you try to use a texture that cannot display correctly it will show up as the Team Color of the unit, because underneath the textures is a team color layer. Does that mean that we can modify a texture (in photoshop or gimp or something) to show team colors on a unit that doesn't already?

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Are you sure it doesn't matter? I tried a lot of them on the list and none of them did anything for altering the swirly effects. I was just hoping there was a way to detect which one it should be. Oh well, I have switched to using the Zhakul Das Obelisk instead, which doesn't have as many swirly effects. Looks pretty good, except for a little bit of green swirly effects at the bottom I can't seem to change. I am going to try creating another actor at the bottom with the appropriate color to see if I can't just cover it up.

    Posted in: Tutorials
  • 0

    posted a message on Ability Based on Race

    My requirement has a show and a use requirement, and I just put that requirement on both the ability itself and the command card. I did not have the button set to restricted though, and I will try setting it up again to test that out later tonight. Got my fingers crossed.

    Posted in: Data
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Alright, I didn't even make it to two hours. I am really confused by how you determine the slot name for a material. In the tutorial example, how does Borg decide that the slot for the dreadlocks is called 'hair'?

    I am trying to change something from the second materials category on the Obelisk but I cannot figure out what to name the slot. Everything I try to put in just gets reset to 'none' in the Texture Declarations.

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    You are my hero.

    Now I need to figure out how to change the glowy stuff around and below it. Expect me to come back asking for more help after a couple hours of failure. These glowy things seem like they are a bit more complicated as well because their textures are actually grey but they show up as blue on the model. Not sure how that happens.

    Posted in: Tutorials
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    If I do it for just the texture itself it doesn't show up.

    Sorry if it seems like I am being obstinate, I really appreciate the help. But yeah I can't get it to work using main.emissive or main.diffuse on just the texture (or on the texture period). If I put anything but main in the slot it just doesn't show up.

    Posted in: Tutorials
  • 0

    posted a message on Ability Based on Race

    I still can't find where to even apply this setting.

    Posted in: Data
  • 0

    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    If I set the slot to main.emissive instead of just main, the texture doesn't show up....regardless of what combination of main and texture I put in the slot/substring in texture declarations.

    Posted in: Tutorials
  • 0

    posted a message on Ability Based on Race

    I am sorry I do not understand what you are asking DrSuperEvil. Is that a setting I should be looking for?

    To be more clear, I had the three abilities stacked on top of each other in the same slot in the command card. So:

    Protoss Terran Zerg

    In testing it would hide the two abilities for the races which you are not, and show the one for the race which you are. But on Battle.net it just shows the Terran ability regardless of what race you are.

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