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    posted a message on Xeyed Custom Race

    Hey guys, with the recent starting of my modelling project, I will now be updating most of the xeyed models! I will give a preview of what will be the new Exterminator model!

    Posted in: Map Feedback
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    posted a message on Is there a Particle editor for the SC2 editor?

    No, there is not a particle editor within the sc2 editor. The particles for sc2 models can be edited with 3d modelling programs such as Blender or Autodesk 3DS Max, both of which have m3 add-ons that can be used. 3DS Max is rather expensive, whereas Blender is free. So unless you are willing to spend fair amounts of money I suggest Blender.

    Of course, this is all provided you will do what it takes to carry out your interests as an VFX artist.

    3DS Max Site

    Blender Site

    I have also heard about something else called Maya, but I don't know enough about it to say anything about it.

    Posted in: Artist Tavern
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    posted a message on How to make functional attachment points in Blender?

    How do you make attachment points usable in-game with blender? I have a model I made based on the Medivac, but it needs weapon attachment points before I release it. Any help?

    EDIT: Also, how do I move the location of the fire that bursts out of the boosters of my modified medivac model?

    EDIT 2: OK, I found out the problem myself and have fixed it.

    Posted in: Artist Tavern
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    posted a message on Need help installing PrintIn's Blender m3 export/import addon (Solved)

    Thanks a lot, it works now :)

    Posted in: Artist Tavern
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    posted a message on Need help installing PrintIn's Blender m3 export/import addon (Solved)

    Interesting...my blender doesn't have a "Users" search category. Any idea what might cause this?

    Posted in: Artist Tavern
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    posted a message on Need help installing PrintIn's Blender m3 export/import addon (Solved)

    Blender version 2.69 64 bit. I can't seem to figure out how to import the addons properly and they don't show up in the addons list. Any help would be appreciated as I am completely clueless how this sort of stuff works.

    Posted in: Artist Tavern
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    posted a message on Want to see someone else play your Map/Mod?

    I know you found several problems/counter-intuitive stuff, but with the Ferrion and the Massalisk I have a couple known bugs I am working on. Ferrion's tooltips are buggy and don't display correct information, because I the editor, I happened to only change the Alert Tooltip (Alerts are the things that show up on the left side, if you have them on) and not the normal tooltip. The Ferrion actually defaults with transport and requires an upgrade to detect. As for the Massalisk selection problem, that was an unprecedented bug created in just the last version I am currently trying to fix.

    EDIT: BTW, I prefer Solstice. I used to use a sc2 account called Supernova, but have since moved on to my Solstice account, any idea on how to name change on mapster?

    Posted in: Map Feedback
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    posted a message on Xeyed Custom Race

    Screenies!

    Posted in: Map Feedback
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    posted a message on Want to see someone else play your Map/Mod?

    Hey DeadZergling, whenever possible (No pressure whatsoever!), I would appreciate it if you took the time to try out my custom map/race. I know melee related things are not nessecaraly your thing, but I hope you give it a try.

    Map Name : Xeyed Custom Race (4) Cyclone Jungle
    Map Link : battlenet://starcraft/map/1/254254

    Posted in: Map Feedback
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    posted a message on Xeyed Custom Race

    I have come out with a new version of the xeyed race!

    Patch Version 3.0

                 - Gameplay
                          - Impalisk
                                     - Renamed to the Raptorlisk
                 - Balance
                          - Xeyedling
                                     - Life increased by 10
                                     - Damage increased by 2
                                     - Cost increased to 75 each xeyedling
                                     - Attack speed from 0.7 to 0.86
                                     - Xeyedlings hatch individualy instead of pairs
                          - Impalisk (Now Raptorlisk)
                                     - Speed increased to 2.81
                          - Spitter
                                     - Speed increased to 2.81
                                     - Damage reduced by 4
                                     - Attack speed from 2.25 to 2.5
                         - Aerialisk
                                     - Health increased by 20
                         - Scourge
                                     - Gas cost increased to 75 to make 2 scourge
                          - Feeding Pool
                                     - Health decreased to 400
                          - Biomass Cavern
                                     - Cost reduced to 200 minerals and 150 gas
                 - Bugs
                          - Ferrion
                                     - Tooltips changed to portray it properly (Finally!)
                 - Art
                         -  New models for the Xeyedling, Spitter and Aerialisk (All made by AlleyViper)
                         - Impalisk (Now Raptorlisk) returns with attachments made to look badbutt (Without causing
                         problems with transports)

    Posted in: Map Feedback
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    posted a message on my model turned pink in game only...why?

    Some models (Only custom models I have seen do this) have problems with medium shader settings. Low, high or ultra shaders should display the model correctly. If you are not using medium shaders, I am not sure what the problem is.

    Posted in: Artist Tavern
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    posted a message on Xeyed Custom Race

    Sorry I have failed to continue posting patch notes here on mapster, but here are all the ones I missed:

    Patch Version 1.9

    - Bug fixes
    - Sunken Colony
    - Death animations size was to large
    - Could not attack moving targets
    - Xeyed
    - Kraken now requires bio-stasis to be mutated at the sunken warren
    - Spore Colony now does +5 biological damage down from +30

    Patch Version 2.0

    - Bug Fixes
    - Changed icons to have normal background rather than black(Quality will be refined latter)
    - Kraken death size fixed(For real)
    - Adjusted the other races to match melee better
    - Fixed Bio-Stasis upgrade
    - Balance
    - Casnosalisk
    - Consumption Effenciancy upgrade has been removed
    - Now has a new ability called Covering Spray
    - Energy Cost: 75
    - Covers the target unit in a special saliva, which hides the target from enemies without
    detection or effects
    - Crushing Grip energy cost increased to 100
    - Constricting Slime now suppresses cloak, and has duration doubled, damage halfed and goes through armor
    - Can no longer use Consume on Psionic units
    - Spitter
    - Range decreased to 9 from 11
    - Now has an upgrade to increase range by 3
    - Ferrion (Feylisk)
    - Renamed to Ferrion
    - No longer needs upgrade to transport
    - Upgrade changed to add detection
    - NEW UNIT: Xeyepalythoan
    - Aerial xeyed specialist(agent) and detector
    - Primarily damage based abilities
    - Unlocked by the Evolution Pit

    Patch Version 2.2

    - TONS of bug fixes(Thanks to Fenix)
    - Balance
    - Casnosalisk and Kraken energy upgrades also now add +25 energy max
    - Xeyepalythoa Palyspine ability now deals 6 damage rather than 1.2 per second

    Patch Version 2.3

    - Bug Fixes
    - Tooltips for ferrion and Hyper Organisms have been fixed to portray the ferrion correctly(Turns out it wasn't?)
    - Larvae/Wasps now spawn below the host unit properly instead of spawning above it
    - Lightly touched up subgroup priorities for the units
    - Building a Casnosalisk no longer unlocks upgrades normally unlocked by the Biomass Cavern
    - Balance
    - Splitter no longer deals additional damage vs armored, splash area reduced from to 1 and splash damage changed from 75 to 50%
    - Crushing Grip ability has been removed from Casnosalisk
    - Scorpalisk, Mendling, Impalisk and Aerialisk mineral costs increased modified
    - Xeyedlings cost reduced to 50 EACH (50+50 = 100)
    - Level 2 and 3 Xeyed Flyer upgrades require a Sunken Warren to research
    - Scavenger Nest can no longer train more than 1 unit at a time
    - Scavenger birth time slightly reduced
    - Cosmetics
    - Scourge now has it's own unique wireframe and group icon

    Any patch version not mentioned were minor bug fixes and/or minor changes.

    Posted in: Map Feedback
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    posted a message on Xeyed Custom Race

    @alleyviper85: Go

    Looks awesome man, I'll consider using it for a xeyedling model.

    Posted in: Map Feedback
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    posted a message on Laser Weapon Effect

    OK, as it turns out, to make beam weapons work properly, you must go through some complex actor and effects work, which I myself have not figured out yet, I am sure I could if I were to try, but it has never been on my list of things to figure out because I am sorta lazy that way. Sorry, but you are going to need someone more learned of the data editor than me.

    Posted in: Art Assets
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    posted a message on Laser Weapon Effect

    Use a projectile based attack Weapon > LaunchMissile > Damage. The Launch Missile projectile unit needs to use the "Laser Drill Tripod Bigger Attack Beam" model. Keep in mind their may be some resizing needed I can give more assistance if you need any. Make sure to use at least WoL campaign dependencies

    Posted in: Art Assets
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