Stuff like this is scary. Seems like this person had many dreams and passions that were shattered due to false promises and lack of simply basic real life resources. Although that being said. Working for Blizzard might not be as pleasant as it seems. They are likely to be very demanding of their workers. For me it would likely feel just like what it is: A job.
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Feb 11, 2019Posted in: Artist Tavern
In reply to sc2ggamer:Perhaps all I need to do is change the direction of the model in blenderI suppose you want to keep the model to its default facing. The best method is to re-import and start a new Blender file. Try not to click the LMB or Left Mouse Button anywhere on the screen because doing so will set a new offset away from the model which makes it hard to rotate or animate. Use the mouse scroll to change the direction of your view or to zoom in or out. And click the RMB or Right Mouse Button to select the mesh in object mode or the bones in pose mode.In any case, if you wish to rotate the model in Blender, right-click on it, press R then either Z (Z-axis), or Y (Y-axis), or X(X-axis) then specify the degrees of rotation in order to change the facing of the model.To select the model in the cutscene editor, simply left-click the model that you have added. To view its model properties, right click on the model, then choose Model Data to view its bones, materials, animations etc. However, having said that, did you happen to delete parts of the model because otherwise, the materials and textures of the model will show, and not just a 'blackish' model or how should I put it as shown in your post as of the above.
Feb 9, 2019Posted in: Artist Tavern
In reply to sc2ggamer:Good to see you've got that fixed. Yeah the other problem can be a bit tricky. I recommend studying up a bit on how to weight paint and just try it out a bit. In the end it's not that difficult.
Feb 9, 2019Posted in: Artist Tavern
In reply to sc2ggamer:Hey there mate. Well with regard to your question on deleting bones that have no weight painting... No, or at least, be very careful. Because even if a bone has no weight painting in relation to a mesh, it can still be an integral part of animations. They can for instance serve asdummy bones to create a certain movement, but have child bones that actually have the relation to the mesh.A way to check this, is by having the bone selected that you wish to delete. go into 'POSE' mode in the 3D viewer and see if the bones properties [translation, rotation,scale] are changing, often displayed in either yellow or green colored bars (default display for blender) --> attachmentAgain, be careful by deleting bones, as it can distort how a model animates. I wish I could give pointers on when it can or not, but this is basically a trial and error model by model. Examine the armature carefully and try deleting stuff and test weither or not the model has changed.
Feb 9, 2019Posted in: Artist Tavern
Hi there sc2ggamer,
Right off the bat I can say that the distortions of the mesj (flying off screen) have most likely something to do with the weight attachment to the bones of the armature. From the look of it vertices aren't painted to a bone in at least some degree making them "unallocated".
See attached image, the marine shield is weight painted (red coloring) to bone "Shield" <-- case-sensitive. Vertices that aren't weightpainted are blue.
As for the textures, make sure the filepath in the editor is the exact same as the one used on the model.
If the texture filepath in the model reads: "Assets/Textures/My_Model_Texture.dds" In the editor you must also import the textures equally. See attachement.
This is what I can say from first glance of your images and explanation. Hope this is useful for you.
Jun 1, 2018Posted in: Data
Ok sounds like you need to do something similar to my power line demo map and have a buff applied back to the source unit so that it knows it is not a terminal node while on unit death/leaving the area it temporarily interrupts the system.
Apr 11, 2018Posted in: Map Feedback
Hello everyone, I have recently completed the first huge chunk of my latest project. Those of you that know my older ones know that they were incomplete and effortlessly done, but this project is a far cry from that (get it?). While still an amateur project, as my level of skill in the Data Editor and Terrain is still improving, I feel like I've put in a great deal of work to make something that is worthy of being shared.
Please post here if there are any bugs I may have missed. I've tested all of them myself and have yet to see anything, but you might find something I didn't. Also note that I will be working on a difficulty setting as soon as I am done with the final mission, but as it stands currently the campaign is about Hard to Brutal for a Blizzard campaign. If you've beaten those, you should be alright for the most part. I did test that none of the waves were obscenely difficult if you approach them the right way, but if you have too much trouble getting past them I will lower their difficulty or tell you how I beat them :)
Note: Secret Mission is quite difficult, if it is too hard for you I will lower wave difficulty and preplaced enemies without question.
Apr 10, 2018Posted in: Triggers
Then use the Ability/Create Unit effect to use a dummy damage effect that the triggers recognise.
Apr 9, 2018WilliamJay posted a message on A number of questions about Trigger related issuesPosted in: Triggers
In reply to sc2ggamer:
Unit Is Created can also be used for when you specify the action - Create Units in your trigger. This means any action - Create Units that you have created in separate triggers or actions, you can specify that unit using the Trigger event - Unit Is Created, by adding a condition - Created Unit == The Unit that is created through the action - Create Units.
Say for example,
Event - Map Initialization
Action - Create Units With Default Facing - Hero A at Point...
Event - Unit Is Created
Condition - Created Unit == Hero A
Action - Here, you specify the actions for Hero A. Eg. Execute Effect A to Target Unit (Hero A) from Caster Unit (Hero A).
If, for example, your unit is created through data and not through Triggers, e.g. through a train ability.
Then, you will need to create a dummy effect which you can use via triggers.
Put the dummy effect under the Unit : Effect (Birth).
Next, create a trigger with Effect Used Event specifying the dummy effect.
Create a global variable which serves to mark the Unit.
Under the Effect Used Event Trigger, set the global variable == Triggering Effect Unit (Caster).
This means that during the Unit : Effect (Birth) event when the unit is created through the train ability, the following actions runs and so on.
Lastly, another alternative is to use Data Tables where you can save a Unit into a string and later use it in your trigger.
I hope that explains.
Apr 9, 2018Posted in: Triggers
1. You probably want to have a custom action definition for setting up the boss bar properly and use Catalog Field Value Get functions to get the info for your hero unit or use the Set Boss Bar Boss action. Have your trigger spawning the unit show the boss bar and then use the Last Created Unit function to link your unit to the boss bar and set it to a variable for later use. You can then have a unit dies event that uses the unit stored in the variable for a condition to hide the boss bar again.
2. Probably would involve modifying the Chat Panel UI Layout or something like that. Not sure on that one.
3. You are on the right track except you should look towards UI Layouts. I would advise looking at the CU_CustomMutatorStartGame trigger of the allied commanders mod and the associated CountdownContainer frame of the Coop_CustomMutatorSelection layout.
4. Anchor controller animations of the UI Layout are the only way to efficiently do that or alternatively you could do like my dialog test demo map (https://www.sc2mapster.com/projects/the-assets-of-evil/files/2497484) and use multiple move actions periodically.
Apr 5, 2018Posted in: Triggers
1. That frame is unrelated to the buttons and only affects the background model for the command panel.
2. Adjust the anchors. In the current setup the portrait is anchored to all sides of the parent frame (which is anchored to the top of the screen) so takes the size of that minus any offsets. If you only anchor from two perpendicular sides you can set the size using the <Width val="0"/> and <Height val="0"/> properties. To move the actors inside the portrait you need to use the SOp (Local offset) site operation under the Actors data type.
3. It is an Anchor type animation called Move used by the UI Layout. When it gets the Move string signal from the Dialog Item Send Animation Event trigger action it uses the Anchor controller to move the parent frame (Mainframe). The time is at what point of the animation it does things and over what time period and the value is how far it is offset by.
4. The command panel at the top of the screen is just like the one in the lower right of the UI except some of the buttons have been moved and there are some animated image frames to act as filler if there is not an ability on the unit group linked to it by the triggers.
5. The console panels are actually models and resist chance. The answer Talv gave is the only current way to change the models since console skins require trigger actions that are blizzard only. This method will require you to change the race of the faction to change the cursor/console models. Also the UI Layout with the console panel models is the Console Panel layout.
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