So what you're saying is, I need to place the TurretZ attachment point back to the normal place like on the siege tank, and then just raise the visible turret up above the attachment point?
Another question I have, is it possible to have multiple working turrets on the model? I want to add turrets to the 4 track sets so that it can look more like it's pivoting when it turns.
Hey guys, I am having an interesting problem. This unit I made with a custom model has a turret. In the editor, the turret looks entirely normal, but when in game, it is lowered into the head of the unit instead of above it. Any ideas on what my problem is?
Thanks for the tips. I have to capability to do about everything you suggested with audacity, however, I don't have a proper flange plugin and have had trouble finding one. If anyone knows where to get a good flange plugin for audacity that would really help.
I will admit, getting the words clear I am not very good at, and I am not also able to quite get a really good badass zergy voice, it's sorta just, like what wargirl said, sorta robotic. I am just not quite sure on how to get a authentic feel.
I probably get the tin like edge to the voice through to much noise removal, since you need to remove static to get a more understandable sample.
Yeah, I got a new mic actually, it's alot better, but it isn't quite the caliber of the mic you just linked I think (I now have a PC-058 Omnidirectional), so if I stick a blanket over my head as I record, maybe it will work.
Mostly what I want help with is the algorithms I will want to follow, so any info on that would be appreciated.
Hey guys, so, I plan to start doing stuff with a Xeyed campaign pretty soon here, and I will want the characters fully voice acted, I want to do some myself, but am held back because my microphones are super lame, so I am kinda wondering if I should do any voices at all.
Preferably men, but I might have some lady voice acting needed as well in the future.
Some voices are going to be zerg, but some terran of course. If anyone is interested in participating, throw in a reply or send me a PM, thank you.
If anyone want's to send any sample files, just make up some lines, because I really don't have all of that stuff figured out just yet.
I released Xeyed on all the current ladder maps in custom games, so you guys can check that out.
I still would like ideas for a new Xeyed Den unit, and I need ideas to nerf the Xeyeds early game as it seems they are able to push out alot of units before small aggressions from the other races, such as reaper scout and double adept, though early ling aggression would possibly still be able to be somewhat affective.
I doubt it is upgrades, because the speed value is not displayed with a yellow color, the mod entirely consists of data, so I am inclined to think that it is some sort of weird dependency conflict that is really hard to find.
EDIT: I fixed it, I slightly modified the normal values by like, 1 tenth difference, and it worked for whatever reason, it would reset to normal values in detail mode, but it wouldn't in table mode.
I am having a very interesting problem. In some custom maps I released using a mod, overlords are being very annoying. When online and playing, overlords have the same speed as when upgraded right off the bat, but when I test the local file logged into the editor, their speed is normal. What the heck is my problem?
Looks super awesome! Can't wait until I feel comfortable enough with Xeyed to get dedicated to making a campaign for it.
I always wanted some backstory on the Taldarim, whether canon or non-canon, they seem really interesting. Gotta be able to see characters come and go tho cause of the Chain of Ascension deal. A little oblivious as to why there are terran in the pic tho. How far in time is it going back?
The flickering textures are caused by problems with SC2 models exported through Blenders M3 (StarCraft 2 model file) addon since the 3.0 patch. Unfortunately I never could get Cachos fix working so my models still have those problems.
Also, sorry I couldn't make it, I got sidetracked pretty hard, hehe.
0
@greythepirate: Go
So what you're saying is, I need to place the TurretZ attachment point back to the normal place like on the siege tank, and then just raise the visible turret up above the attachment point?
Another question I have, is it possible to have multiple working turrets on the model? I want to add turrets to the 4 track sets so that it can look more like it's pivoting when it turns.
0
There is an event where you can do this.
I would do it like :
ActorCreation.xActor
SetTintColor.xColor
0
Hey guys, I am having an interesting problem. This unit I made with a custom model has a turret. In the editor, the turret looks entirely normal, but when in game, it is lowered into the head of the unit instead of above it. Any ideas on what my problem is?
0
@StringStorm: Go
Thanks for the tips. I have to capability to do about everything you suggested with audacity, however, I don't have a proper flange plugin and have had trouble finding one. If anyone knows where to get a good flange plugin for audacity that would really help.
0
A new voice test I made with some help from another user. I think this one is alot better than the last, let me know what your thoughts are guys.
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Noticed a little bug, warp gate is already useable , but the upgrade is still available at the cyber core.
Also, Bzz bzz "Need some help?" sounds better than "Need a help?"
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I will admit, getting the words clear I am not very good at, and I am not also able to quite get a really good badass zergy voice, it's sorta just, like what wargirl said, sorta robotic. I am just not quite sure on how to get a authentic feel.
I probably get the tin like edge to the voice through to much noise removal, since you need to remove static to get a more understandable sample.
0
I got another voice sample, gimme your thoughts on this one over the other one attached earlier
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Yeah, I got a new mic actually, it's alot better, but it isn't quite the caliber of the mic you just linked I think (I now have a PC-058 Omnidirectional), so if I stick a blanket over my head as I record, maybe it will work.
Mostly what I want help with is the algorithms I will want to follow, so any info on that would be appreciated.
0
Hey guys, so, I plan to start doing stuff with a Xeyed campaign pretty soon here, and I will want the characters fully voice acted, I want to do some myself, but am held back because my microphones are super lame, so I am kinda wondering if I should do any voices at all.
Preferably men, but I might have some lady voice acting needed as well in the future.
Some voices are going to be zerg, but some terran of course. If anyone is interested in participating, throw in a reply or send me a PM, thank you.
If anyone want's to send any sample files, just make up some lines, because I really don't have all of that stuff figured out just yet.
I will attach a few sample files of me shortly.
0
I released Xeyed on all the current ladder maps in custom games, so you guys can check that out.
I still would like ideas for a new Xeyed Den unit, and I need ideas to nerf the Xeyeds early game as it seems they are able to push out alot of units before small aggressions from the other races, such as reaper scout and double adept, though early ling aggression would possibly still be able to be somewhat affective.
0
I doubt it is upgrades, because the speed value is not displayed with a yellow color, the mod entirely consists of data, so I am inclined to think that it is some sort of weird dependency conflict that is really hard to find.
EDIT: I fixed it, I slightly modified the normal values by like, 1 tenth difference, and it worked for whatever reason, it would reset to normal values in detail mode, but it wouldn't in table mode.
0
I am having a very interesting problem. In some custom maps I released using a mod, overlords are being very annoying. When online and playing, overlords have the same speed as when upgraded right off the bat, but when I test the local file logged into the editor, their speed is normal. What the heck is my problem?
0
Looks super awesome! Can't wait until I feel comfortable enough with Xeyed to get dedicated to making a campaign for it.
I always wanted some backstory on the Taldarim, whether canon or non-canon, they seem really interesting. Gotta be able to see characters come and go tho cause of the Chain of Ascension deal. A little oblivious as to why there are terran in the pic tho. How far in time is it going back?
0
@Deadzergling: Go
The flickering textures are caused by problems with SC2 models exported through Blenders M3 (StarCraft 2 model file) addon since the 3.0 patch. Unfortunately I never could get Cachos fix working so my models still have those problems.
Also, sorry I couldn't make it, I got sidetracked pretty hard, hehe.