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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    How do you do the double diffuse? I tried and it just replaces the current diffuse.

    Posted in: Tutorials
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    posted a message on [Contest Results] Scene Recreation!

    Matrix Skyrim and Tron all stood out to me but in the end I think Matrix was the closest, great work everyone.

    Posted in: Project Workplace
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    posted a message on Player Decals as Doodad

    Hey I want to make a ground and/or wall doodad that displays the owning player's decal

    like the "ground decal" doodad except instead of showing numbers and lines, shows the decal of the currently owning player.

    Alternatively, I'd like a flag who's texture is all team colour, and the middle shows the player's decal.

    Posted in: Artist Tavern
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    posted a message on Walking under Bridges

    I'm pretty sure you can make a pathing blocked that blocks a specific movement type in this case we will say "air" (but you should make it unique if you can). make the bridge "nonexistent" so that the doodad is there, but units stand underneath it, then put unique pathing blockers for "air" on the walled sides of the bridge. Place reigons on either side of the upper part of the bridge, that change entering ground movement pathing to your unique "air" pathing, and change their current height to the height of the bridge. Make sure this unique pathing does not collide with the regular ground unit pathing. This will give units "crossing" the bridge the appearance that they are standing on it, as well as prohibit them from moving off the bridge from the walled sections. Upon entering the one of these reigons again with the unique pathing on, switch it back to the ground pathing.

    In theory this would cause your bridge to function just how you want it to. It will take a little fine tuning, but the concept should work out.

    Edit: yes I am aware this is a necro, but it might help those who went searching just like I did.

    Posted in: Terrain
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    posted a message on Mafia on State of the Game

    they def are talking about rl mafia.

    "we randomly get people together and we play mafia in person"

    :(

    Posted in: General Chat
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    posted a message on Raynor's Decal
    Quote from Yaos01: Go

    Something I don't think a lot of people knows, and I just recently found out :

    Go to events+ of Raynor's actor. The last line is "Texture by id" thing. Replace his skull decal by what you want, the decal (only the face one, not the shoulders) will be replaced ingame (not visible in editor).

    This only works for Raynor, and the marine's decals are placed on their shoulders. I'm afraid you can't change it otherwise for the decals positions are model-related.

    I managed to get that far, but the decal on his face isnt part of the texture, it's added in, in-game. So I wondering how to change it. His shoulder decals are the same way so I figured it can be done.

    Posted in: Artist Tavern
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    I still need to know how to replace Raynor's head decal :(

    Posted in: Tutorials
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    posted a message on [Hero Arena] Smashcraft 2.0 - Official Thread
    Quote from Mephs: Go

    @Fullachain: Go

    Misery is a dangerous one to go up against. She's generally easy to avoid taking damage from, so you have to be REALLY mindful of getting ling surrounded->root combo'd into chain geysers, thats when she starts to stack up the damage very quickly. Whatever you do against a Misery, make sure you have your escape ready in case you get rooted. Lings are easy to dispatch, but the root is what will destroy you. Just be aware that it has a longer cast time so you should have enough time to juke it unless she aims it well.

    Edited for truth.

    Great update, much fun. Those who haven't tried it yet definitely should, the new version is much more new user friendly.

    Posted in: Project Workplace
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    posted a message on Raynor's Decal

    I would reaaaaaaaallly like to know how to switch his face decal, in game. I may be able to do it outside of the game but I don't want to make a new model for every face plate. I would also like to know how to create the same setup for another model, allowing the decal to appear on the face or other parts of the body.

    Posted in: Artist Tavern
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @DrSuperEvil: Go

    yes to all of those.

    it didnt work btw, tis what I was trying to say.

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    All I want to do is change the decals on the raynor model -.- help?

    found out that his shoulder pad decals are reference of head slot. Can't find which one his head decal is though.

    Is there a way of finding out other than sprouting random slots into the editor?

    Posted in: Tutorials
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    posted a message on Modelling Assistance

    Ok so basically, I took the animations from Raynor and put them on an infected marine, I now want to do the Decal thing that Raynor has, onto said marine.

    Through the material editor I found that said decals were in reference to the head object of Raynor.

    On the infested model, I detached the head from the rest of the object so I could begin to set this up, however, that removed it from all the animations.

    Anyone know how I can put it back into the animations while keeping it a separate object so I can use a different material?

    I am using 3DS max, and am incredibly new to it.

    Posted in: Artist Tavern
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    posted a message on Help with unit corpses decaying/dissapearing
    Quote from Demonik420: Go

    Hey actually this is not what i asked about.. i am trying to get the MODEL to stop dissapearing.. for example i am doing a scene where two zerglings get killed and i DO NOT want their corpses to dissapears.. they disolve away and that is part of the animation is there a way to make it so that the units corpse stay on the ground like for exapmple pausing an animation half way thru?!?! can i change aniomation speeds on the fly in the middle of animations...

    hmmm if it's for a cinematic, perhaps you could make a trigger that when you press a certain hotkey, calls the actors of those zerglings, and pauses their current animation? if you set their anim speed to 0 it pauses. There's probably a way to get their current time within their animation and pause accordingly as well.

    Posted in: Data
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    posted a message on We are TIRED of the damn Advertisement video
    Quote from deathtorn: Go

    @BudSMoken: Go

    What ads?

    I agree with this.

    maybe this thread is viral advertising for Toshiba Laptops.

    Posted in: General Chat
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    posted a message on Tofu (Project TMA) Official Thread

    The UI does look really nice, the rest fails to impress me. I do like the idea of two maps sharing heroes though.

    I'll give it a shot when I can.

    Posted in: Project Workplace
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