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    posted a message on What is the Proper way of exporting and importing a model to Blender?

    In reply to WingedArchon:

    Probably has something to do with the parallels and my using a Mac then or I just failed to do something right. I'll keep trying and also give the pc a try. Hopefully it works.

    Posted in: Artist Tavern
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    posted a message on What is the Proper way of exporting and importing a model to Blender?

    In reply to WingedArchon:

    There is an old Pc I have. Although its old it might be able to get the job done. I'll see if I can get send the file to that computer get all this working that way. Thank you for the help. One last question. Which version of Blender where you using?
    Posted in: Artist Tavern
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    1. Wonderful. This fixed a whole bunch of issues that I was having with model additions.

    6. [Resolved]

    7. [Resolved] I see the problem was that I was not being careful which location I input the data into. That is why it did not work in the first place.

    8. Can I have some more elaboration on this one. How specifically do I look for m3a files?

    9. Sadly this did not work even though after doing exactly what you said GL stand showed as the animation stage. It must have something to do with the model itself then.

    10. I need to be more specific here. What I actually was asking was how would sets it up so that the Greater Nydus Worm cannot be attacked while burrowing in like regular nydus worms can't be these days. Its not a specific type of ability that I am looking to remove.

    _______________________________________________________

    A few other questions:

    1. Coming back to number 3 at the start of this page when you gave me that advice about textures as follows:

    "With textures find the texture of the model you want to alter using the Cutscenes Editor under the Show Model Data option and then go to the Textures data type, click the File field and then the Browse button. Find the texture and then Right Click it and select the Export File option. Use software like Aorta to convert it into a more convenient file format and then use something like Gimp to modify it before converting it back into .dds format. Import the modified textures using the Import Manager (F9) of the editor, save, close and reopen the editor and reload your map. You can then use the Texture Select By ID method to swap the textures on the model."

    I am finding myself a bit confused. Similar to the M3a question there is a lot of parts I am unfamiliar with in the Cutscene editor. Where exactly is the show model data option?

    2. I've decided that for now I just want to keep things simple with the Virophage. I have to remember that I have very limited time free time left to work on the bulk of this mod as I please so I would just like it to cause a steady stream of damage. Maybe in the future when I have more time I'll look into having it infest units.

    3. Next question I had is about portraits. How does one get a portrait to talk when say someone triggers a sound_yes for example(assuming it has the animations)? I have some sounds inputed for new units and have been trying to get their portraits to talk along with each sound, but I am not quite sure how. 

    4. After copying a bunch of protoss buildings for use as Tal'darim buildings, some of them don't have sounds. I wondered exactly it is that causes the sounds of the birth and construction and how to input them properly. This might be ridiculously easy. Since I have so little time left to work on this project, any time saved though is a great help.

    EDIT:
    I found the model data section for the part about textures. Question I have though is about the types of textures. What do diffuse, specular and emissive mean? Which are important and how are they used?

    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Answering a few of these now. Will get back to you about the rest tomorrow. 

    2. Exactly what you said. I want it to restore energy while its in its burrow morph and lose energy while unburrowed. I'll examine this solution you have given me.

    3. Well noted. I will just have a further look at the Co-op commanders mod to see how they did it with other buildings.

    5.1

    Good to know. I may find it easier just to start the whole thing from scratch. Well see.

    5.2

    It just simply shows "Error" at the side of the screen. Nothing else specific and it does not fire the weapon. I know this can't be much more helpful either. I'll look further into it for possible issues.

    EDIT:

    3.1 My Apologies. I was not specific enough here. I am going to get back to this one tomorrow with you as well since I want to make absolutely sure I know what I want it to do. Crossed between just making it cause default damage like bile launcher or making it slowly take over a unit that it attacks to transfer ownership to the player that owns the virophage.

    Posted in: Data
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    posted a message on What is the Proper way of exporting and importing a model to Blender?

    In reply to WingedArchon:

    I did not install it till now. This is a good start, although I am running into a few issues as it would seem. Just so you know the file I am trying to get loaded into Blender is swarmhost.m3 and I am using Parallels to run all these applications. My Parallels has Widows 10 running on it. When I downloaded the plugin, it did not show up right away in the addons Import>Export section. I had to click install from file and once it was install, there was a yellow alert icon next to it as follows:

    Something tells me that this is not supposed to be happening because when I tried to load up the model, it did not show up whatsoever. I checked the scene section as well. No M3 files appeared. What I attempted to do after the part you see in the picture. Was clicking on the following locations as follows:

    Then this part. I clicked on Blizzard M3.

    Not Test dds though, but Swarmhost M3. I am using Blender 2.78 currently. I really hope that the parallels aren't the cause behind this cause this. I know that these applications don't work on Mac of course. Do you have an idea what might be going wrong here?

    Posted in: Artist Tavern
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Okay here is the update:
    1.1 and 4 I am still investigating. 4 I am trying to look for any possible differences between the original. 5 is solved now. Also an issue from a while ago has been fixed. Got all the broken auto extractors and refineries fixed.
    There is another round of questions I have next as follows:
    _____________________________________________________________________
    1. Issue with Large Selection Region
    In the mod, I have 3 factions of protoss and for the main type of protoss, I made a structure that performs similar to the rip field Generator.
    You may notice a slight blue tinge along the ground. I am using an enlarged version of the model that goes with the Atmospheric Stablizer. 
    This is the edge of the field. Now the problem is that while this thing is active every time I have units selected and they click anywhere within the field, they will move to the center of the structure. I have narrowed it down to this being because they are essentially clicking on the unit itself. Now I wondered if it would be possible to make the model actor part of this unit unclickable. I have checked the selection circle of the structure that this is attached to itself and it is just right.
    2. Structures that automatically unmorph after losing such and such energy.
    Many structures like the gas turret here, I want to make consume energy while they are morphed up and active like this while also maintaining the original their current energy as they morph and unmorph. When a certain amount of energy is consumed, I want it to unmorph. This is one of those things that I was waiting till I learned more about the editor to attempt. Now that I have an understanding of how to get units to morph with set animations using events, I feel it might be a good time to attempt this.
    3.1 How to change the Virophage's Weapon so it damages units. 
     
    If the unit dies, then it becomes the virophage owners unit as the infested version.
    3.2 Attaching a Stukov Spine walker Legs Model to the Virophage
    To make things just a bit more interesting, I'd like to see if I can attach a one of those Spine Walker Legs to the Virophage that of course moves the unit around. This is not critical to finishing the mod right now, but its definitely something I want to look into soon or later. 
    4. How can one set some sort of requirement that a building can only been built within such range of another building or mineral resource.
    For certain structures like psi destroyer, I don't want them placed just anywhere cause it could present some major problems for players in the game. For this I wanted to know how one sets a requirement that a building needs to be built within range of another building or can't be further away from.
    5.1 Getting the Old Infested Siege Tank to have a Weapon while uprooted
    For Starters. On the Left is the old infested siege tank I am trying to working for the mod. I want this one to have the regular weapon regular siege tanks use while fighting unsieged. I added that weapon to it, but it does not show up at all either in the uprooted nor rooted unit of it. I wonder what could be some of the reasons its simply not showing up at all. If more information is needed just let me know.
    5.2 Now I also wanted the infested siege tank from co-op used by Stukov. Just the opposite issue is happening here although there is probably more to it here. In the picture you can see the infested siege tank. I am trying to get volatile burst to be usable. It shows up as in the icon does, but every Time I launch it, I just receive the message"error". There is also this odd text appearing in the command card for it. If you need actor information I can post it. 
    6. How to reduce the Damage that from a persistent effect specifically for certain types of units.
    So basically coming back to that Volcano. That Volcano produces an area of flames that causes damage to anyone who passes. The problem though with structures like those is that they are particularly deadly to light units and other low health units. I specifically wanted to reduce the amount of damage that this damage effect does to light enemies. Now maybe I am fooling myself and I missed that it actually worked, but I tried adding a -.5 for units. It did not seem to change anything. What would be the right way to go about reducing such damage?
    7. Slowing Down Units as they Walk through these Brambles
    I've already figure out how to get the brambles to hurt players and for players to walk through them. Problem now is that they aren't slowing down units. I tried setting the movement speed multipler to .5 It did not seem to change anything.
    8. Another question I have is about the Tyrannozor Model. I have seen this used in mods before, but could only find a still model of it with no animations. It might be possible it was a custom model. Just double checking.
    9. About this model:
    Its called the Bird Xenomorph. I wanted to use it as a primal flyer even though I am aware it does not have any good death animations. Now this model unlike the Drift seeker has a GLStand animation in which it just remains still in place. I tried typing in G,L, Stand and use an animation group apply event for it. This did not seem to work. I wondered what might be the proper when to indicate such an animation group needs to be applied.
    10. Lastly, a very simple question. How does one remove attack-ability of the greater Nydus Worm as is unburrowing in?
    Posted in: Data
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    posted a message on What is the Proper way of exporting and importing a model to Blender?

    I tried recently to export a model from sc2 to blender. When I opened up blender and tried to search it up on the desktop, it never appeared in the blender directory when I try to search them up. I wondered if something has to be done to the files before they can be important to blender or if I might be doing something wrong.

    Posted in: Artist Tavern
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    1.2, 1.3, and 3 have been resolved as of posting this. 3 was especially helpful. That method is so much easier than messing around with Blender to do that. Now there is another question about 1.1 and 3.
    1.1 Here is a look at the bulk of the action actor for that weapon.
    The only thing changed from default here is hybrid placer which is a sop offset that has a raises the z axis by +5. I am not quite sure how to check if the missiles are hugging the ground exactly or what might be the real culprit here. Also wanted to know what a Random point in sphere may do. After adding hybrid placer nothing happened. I also removed the method attachment to see what would happened and changed the fallback to top. Did not fix the problem.
    3. In regards to models, does the file need to be in a specific type of format to be moved into blender? I tried moving a model into blender after exporting one of them, and it did not show up in the directory at all.
    4. About the detection range question. 
    Right here is the actor that is supposed to produce the range circle. Its showing up under the Blimp Ads unit, but the range circle does not appear non the less. I wonder why this might be happening. In the actor, there does not seem to be any direct specification to the Blimp nor the Overseer.
    __________________________________________________________________________________________________________
    Also 1 unrelated question.
    5. How can one set things up so that only a maximum number of a certain type of unit and/or structure can produced or build at a given time? Certain types of structures such as the gas turret and heroic units I may only want a limited amount of out at once.
     
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     Thank you for the video. I am looking further into this. Its pretty important that I solve this one. In the meantime I have a few other questions for you. These questions I think all have relatively straight forward solutions so I don't think asking all these will be asking too many at once. As follows:
    1.1 For starters. I am trying to make the Gigablossom Flower attack using Kraith's Spine Volley(as seen in picture).
    Now I already have got it working although I am aware if I want to edit the weapon, I will need to make another version of it. Now the problem is that its launch point is much too low.  It launches the spines below the flower and between the legs of the tree. I want it to launch them from the flower part of the tree. I tried raising the z offset of the launch point on the model actor of the missile and also tried using a local offset on the missile actor as well as changing turrets. None of that worked. 
    1.2 Next question about the Gigablossom flower is that I want it to automatically start attacking enemies when enemies come near it in a similar nature that the spore crawler does. Currently the attack only happens when triggered by an ability.
    1.3 Lastly I was wondering how to remove the friendly fire from the Gigablossom flower, while still allowing it to specifically attack other players in pvp games if necessary. This should be all about the Gigablossom Flower
    2. Next I am wondering how to add a visual range to detectors.
    On this Blimp, I have the overseer detector. I have already confirmed that the detector works, but there is no visual range circle showing. I wondered how one would get something like this to show up.
    3. Next question I wondered is how one could get files exported and loaded into blender. There is a number of textures on some models that I wish to change and I want to see if I can make an attempt and adding some animations to those doodad turrets I spoke to you earlier about. Currently I am using a Mac, but I have up to date parallels. 
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    1 and 2 are carefully noted. 3 Okay I think this will solve the issue. 4. There are no Requirements set for training that probe at the time, but as for triggering giving upgrades to enable the probe variant. This could be the culprit as I don't think there is triggers to enable them. Strangely though this is only happening with the Nexus. How would I go about using triggers to enable the probe variant. Meanwhile I am going to look further for clues as to what could be the problem.

    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     Alright thank you. That helped with the requirements aspect. I am going to come back to the UI question since I realized I should probably wait till everything else in the mod is done before that. There are some things I thought would be easy to solve, but it turns out aren't so easy. As of right now I am trying to simply add new abilities for different characters and new weapons. I have the following questions:
    1. I would like to know how someone properly duplicates a weapon. There is a lot of new weapons that I want to make similar versions of for existing things in the game such as the Tal'darim Doomcrawler Custom Model. I to have a version of the Reaver weapon tinted red and adjusting the damage and other stats a bit. Whenever I duplicate a weapon though, some of the actors remains connected to the new one and some of the new actors connect to the old one.
    2. With number 1. Same goes with abilities. Right now I am trying to make the D8 charge on reaper drop mini nukes instead with blue fire(no precursor). I need to know how to properly replicate abilities to adjust the stats and damage. Maybe if you know a tutorial somewhere for 1 and 2?
    3. Next thing I wanted to know was how someone allows a command center to train 2 units at once?
    4. Another problem I am having is with the 3 probes on my command card.
    These 3 probes on the command card show up when I test the mod through a test map, but when I load them into the official game, the tal'darim probe disappears. Now I tried various combinations of getting them to appear including copying from the original probe and creating new objects. What happens is that a different probe on the command card disappears seemingly randomly whenever there is more than 2 at any given time, I tried getting rid of all the requirements I could find on the Nexus. These the only 3 that seem to remain:
    However these are the requirement nodes remaining in the nexus. I am not sure how to unlink these from the nexus. 
    There is a few other issues, but I am going to try not to overcomplicate things this time by taking too many on at once.
    EDIT: I figured out how to properly duplicate weapons without too much issues then edit them. Still need help with abilities though.
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    2 and 3 worked. What I am really struggling with right now is getting a game initialization screen going. I thought I had it working, but there was something I overlooked. I tried to follow this tutorial:
    And the picture shows my current setup looks like. At this point a box on the screen is suppose to appear. I stopped here because no box is appearing. Now one thing to note is that when I started up the trigger editor, I did not see any melee initialization trigger. I tried to create my own as seen here, but it says in the video that a number of things need to be deleted otherwise the ui won't show up. I want to know what I might be doing wrong and where exactly I find the in game melee initialization trigger.
    Other question which I meant to ask last time is about how someone goes about setting multiple requirements. I'd like to have it so that 3 types of a certain building need to be build in order to build a certain building and also multiple different types of buildings required. 
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Alright. Was busy past two days. Can finally get back to figuring this issue out. So here is the update.
    There was something I overlooked with the Nova Eradicator. Turns out that the eradicator, has a button in which realigns the direction its facing to default which essentially solves the issue even better than intended. See this picture:
    On the second row, you notice 2 blank buttons. One focuses the upper half of the eradicator in one direction while the second one sets it to default. This is good because it means that using the Eradicator will take some more macro. Now one thing I was noticing is that the eradicator railgun ability shoots instantly, but it looks like its supposed to shoot with a precursor effect to warn the player prior to this. Before I decide that I want to add this to the eradicator though, I want to see how the current balance of the game would be with this thing as it is. The eradicator does not have a constant basic attack, but I am fine with it that way.
    2. Going to give this a try.
    3. I am going to give this a try now that I have some time available again.
    4. Np. Once I am done finishing the essentials of the mod, I'll look into this possibility deeply.
    5. Another question I had was about Faction Customization screens. In the mod I am making I'd like players to be able to pick between 3 factions of a type of race, depending on what they picked in the lobby.  I am already aware about how to get a Ui Custom Screens to show up when the game starts. What I am not sure about though is how to get the player a specific base or structure with a certain type of workers mining when clicking on a ui button. This may be pretty complicated. Maybe its actually super easy. I am not sure if I should post about this in the trigger section. A countdown for all players to select a faction needs to be present as well. This I am unclear about as well. 
    Edit: One more question is, how does one add multiple requirements for building one structure? I want the player to have to set up 3 power links before they can set up a Psi Destroyer.
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Alright. I am going to come back to that issue later on since I am trying to get all the critical must do things done first in the mod. I realized one of the mistakes I am making is trying to get all the non critical structures done before getting the mod beta testing ready. I'll need to make sure things are balanced as well which is why I could include some of the new custom stuff into the mod carefully. What you taught me helped me get enough issues fixed though. About the other things:
    1. Sadly to the Death animation still is not functioning properly. I tried putting the death actor into all fields and adding events. Now what I am thinking of doing is that if I can't get it to work, just putting in some sort of effect that plays upon death to fill in the disappearance. I've managed to get some effects to appear with unit death>create such and such. What I am also going to do is investigate the Psi Destroyer very through ally from everything connected to it to just the mosts simple things to see if I can find anything that might be causing this. I wonder if it could have anything to do with the animation events?
    6B. Thank you for letting me know about the Zurvan issue. I will look into it.
    As for the issue with the Shield Battery. I think that advice may just solve the issue. As soon as I am finished reinstalling sc2, I am going to give it a try.
    6C. This one I am going to come back to since I would like to make some more attempts at this myself and investigate it further before asking anymore on it. Good to have some progress done first.
    6 and 8 are fixed. Good to know about 7 now. I like to know what I am dealing with.
    __________________________________________________________________________________________________
    Now in terms of units. Most of the remaining issues with the existing units, I am either already aware of how to get fixed or have good leads to go from. Here is a few of the issues that I am kind of puzzled by:
    1. In regards to the Nova Eradicator. That one which plays during the miner excabition mission. I am using that in the mod and for the most part, it already works just as I'd like it to for now, but there is an issue when it uses is flamethrower ability. When this ability is activated, the upper half of the eradicator always keeps its body turned in the direction of the flame thrower and one cannot turn the flame thrower based on the direction the eradicator turns. I wondered how to go about fixing this. Sadly no pictures at the moment cause Sc2 is reinstalling(ran into an issue after an update). If pictures are necessary, I should be able to post some in a few hours.
    2. Another issue with the eradicator. It has two behaviors that causes it to push units and structures. Right off hand I cannot remember the name, I can check later though for the exact one. This is probably really easy to fix, but I wondered how one would prevent these behaviors from pushing certain types of structures and units. Like for example. I don't want the eradicator, to be able to push bases or vespense geysers out of position and made prevent massive type enemies from being pushed.
    3. Now a question about weapons. Recently I found out how to tint units using the SetTint Color. I've found this somewhat useful for coming up with variations of new units, but what I really would love to know is if its possible to tint weapons as well. I looked under the mode itself and could not find a set tint option. I tried using the event "Weapon start > SetTintColor" On the weapon actor. Did not seem to work. Maybe I am going about it the wrong way. 
    4.1 and 2 Now I have 2 questions about creep again. First question is if this might be possible. Could it be possible to use a create persistent effect along with a search effect to change the texture of all creep in such and such a radius? I also wondered if I similar thing could be done to change change the tint of creep within a certain area. 
    For now this is all I can think of in terms of unit related issues that I am not aware of how to get fixed.
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Okay I am going to give that a try. As for the spawning units. I am not deeply knowledgable about how these sorts of effects work and how to get all these things set up although I am very much putting a big effort into learning how. When I had a look at the effect field, it seemed to be asking for another effect so I tried a spawn unit effect, but I don't want them to be able to shot down. How does one get the visual to be produced without using a spawn unit effect? Now my primary reason though for the structures is because I want to create a structure that just causes hazards within a certain area. I did not want them to be able to be shot down, but just present hazards for players walking into the area. 
    Posted in: Data
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