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    posted a message on Modifying Textures for Existing Unit

    Yeah, like the other guy who created a thread on this I need to keep the originals, overwriting them won't solve my problem and I don't have access to 3DSMax. Hopefully I can make Mud's solution work, but right now there is something preventing it from working on the Obelisk which I cannot figure out.

    Posted in: Artist Tavern
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    posted a message on Modifying Textures for Existing Unit

    @PSGMud: Go

    First, thank you very much for the tutorial.

    But I am having some trouble. Using your tutorial I was able to get it to alter the texture of a Hydralisk just like you did, but applying the same method to the Xel Naga Obelisk didn't yield any change. Do you think it might have something to do with the model variations of the Obelisk? It's the only thing I can think of.

    Posted in: Artist Tavern
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    posted a message on Concept: Squadcraft, Would you play it? (With Video)

    How is this going? I have been considering adding squad based combat to my own project, and it's nice to see someone has already made significant progress into the idea.

    Posted in: Project Workplace
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    posted a message on [Data] Introduction to Ability Creation

    I went through this tutorial once for time warp, as I was trying to add a very similar ability (an aoe slow for enemies) and I couldn't get it to work. I was trying to add the ability to the Nexus instead of the High Templar. So I went through it again, and when I put it on the Templar it works perfectly...but I moved it over to the Nexus and it still didn't work. Does anyone know why it wont work on the nexus? I get the button, I can press the button, then I get the cursor...but when you select the place to cast it nothing happens. No energy gets used, nothing. I am using it within range as well in case anyone was curious.

    Thanks for any help.

    tldr: Why can't I use Time Warp with the Nexus?

    • Edit* I found the solution to the problem. The Arc setting in the Ability needs to be 360 because the building cannot turn.
    Posted in: Tutorials
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    posted a message on Arm Magazine - Supply Issues

    @rtschutter: Go

    Nevermind, I was able to achieve what I wanted to using validators. Can they not apply to abilities directly? I tried using them for awhile in the ability itself with no success, but as soon as I applied the validator to the first effect of that ability it worked.

    Posted in: Data
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    posted a message on Arm Magazine - Supply Issues

    I am constructing a marine drop pod system right now and have encountered an issue I hadn't anticipated. It allows you to call in marines even if you don't have the supply for them.

    So I modified the weapon unit to require 3 supply to construct (there are three marines in each drop pod). But when the charge gets used, the supply it cost the player does not go away. So for example, if you have 9 supply and 20 available, you build a pod that has three marines which costs you 3 supply, so now you are at 12. When you call that drop pod onto the map it spawns 3 marines, which adds another 3 supply to your total so now you are at 15. But you no longer have the ammo or drop pod that you used, so the first 3 supply from constructing the drop pod should have gone away?

    How can I make it go away? Any ideas?

    That is definitely the preferred solution, but alternatively any ideas on how I can make an ability require 3 unused supply before you use it? This is of course without actually using the supply.

    Thanks in advance.

    Posted in: Data
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    posted a message on Modifying Textures for Existing Unit

    Thanks guys, I will take a look at both of these options.

    Basically what I am trying to do is change the color of the Xel'Naga Obelisk from blue to red through a triggered event. Color tinting looks like ass, and the lack of color options for so many of the objects in the editor has been really disappointing. I can't believe they don't have more objects which can have their color changed based on player colors. Even the shapes they put into the units category look pathetic when you change their color, hardly noticeable.

    Posted in: Artist Tavern
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    posted a message on Modifying Textures for Existing Unit

    I am trying to make a red version of the Xel'Naga Obelisk, and I am struggling. I have exported the diffuse and emissive textures for the obelisk and modified them to produce a red version, then imported them into the editor. But now how do I apply them to the model?

    I am also curious if it will be possible to make the red version just a variation of the unit, rather than replacing the blue entirely.

    Any help is greatly appreciated.

    Posted in: Artist Tavern
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    posted a message on Simple Color Problem (I think)

    I am making a 2v2 map and I want players 1 and 2 to be red and orange, and players 3 and 4 to be blue and teal. I have changed their colors in player properties, but whenever I load up the game in multiplayer it still allows players to pick whatever color they want. Is there any way to disable this option for players, and force the colors I have chosen on them? I am sure there is a way to change their color to what I want once they are in the game, but I would prefer to deal with the problem in the pre-game lobby for professionalism's sake.

    Posted in: Miscellaneous Development
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    posted a message on Custom Minimap Icon

    Hey guys, I want to create a custom minimap icon indicating the location of something like a store or a gold mine that is there from start to finish of the game. But I can't seem to figure out how to make this work. I was hoping I could just do it in triggers, such as create a yellow box at point whatever on the minimap, but the only interaction I can find with the minimap is through pings. And they are being pretty uncooperative.

    Can somebody explain to me how to do this? I have done some searching and found a lot of related threads but nothing that addresses the core functionality that I am looking for.

    Posted in: Miscellaneous Development
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    posted a message on Points, and the fog of war.

    That is certainly a creative solution though I still feel there must be something simpler. I may just have to go with using an invisible unit.

    Posted in: Miscellaneous Development
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    posted a message on Points, and the fog of war.

    Alright here is the situation: The player has a lot of different activity going on all over the map, and I want to show information on the UI that is specific to what they are looking at. But I don't want that information to show up if what they are looking at is in the fog of war. I have seen the 'is unit visible' option, and it doesn't quite do what I am looking for because I am using points, not units. I could do it using invisible units I suppose, but it seems like such a mickey mouse SC1 editor type solution.

    Posted in: Miscellaneous Development
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    posted a message on Points, and the fog of war.

    Its just a dialog that gives people information about what they are looking at, they don't need to see it if they are panning by quickly. But I need it not to show up if the point is in the fog of war.

    Posted in: Miscellaneous Development
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    posted a message on Points, and the fog of war.

    Well thats what I want to do. But I haven't found a function that can do that, do you know of one?

    Posted in: Miscellaneous Development
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    posted a message on Points, and the fog of war.

    Can anybody think of a way to check if a point is in the fog of war for a player? I am trying to create something where if a player looks at a point on the map, something happens...but only if that point is not in the fog of war.

    Any thoughts/help is appreciated.

    Posted in: Miscellaneous Development
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