CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Public Apology.

    Honestly I can't even deal with him in the T Genesis chat, in fact I mostly left it because he's in it. The guy is straight up ignorant.

    Posted in: Off-Topic
  • 0

    posted a message on [Showcase] My gosu cutscenes.

    If only the writing wasn't so poor! :( the fatal curse of every SC2 machinima, otherwise great job, pretty well co-ordinated

    Posted in: Artist Tavern
  • 0

    posted a message on Recolored Effects

    @phanalax128: Go

    all of the effects! it would be great if ya could make a mod out of em

    I'm talkin, hyperion missile, adept soul missile, photon cannon missile, the explosions for all of those, bullet squibs, bullet impacts, etc etc

    I'm implementing some "upgrades" that when learned, recolor the effects to your desired color, or swap them to the color of your team and so forth

    though after I set it all up, I get offshoot colors instead of the ones I desire, thus, the desaturization

    I will also start desaturating some of them and we can combine our efforts

    Posted in: Artist Tavern
  • 0

    posted a message on Recolored Effects

    Can anyone recolour the textures for most the missile and impact effects to plain white? I'd like to be able to tint them to the proper color in-game instead of getting a strange offshoot of what they started as

    Posted in: Artist Tavern
  • 0

    posted a message on Collision Flags and Movement

    @DrSuperEvil: Go

    Iunno, I tried forcefield, ground, tiny critter, etc. Apparently giving it a ground collision forces it to ground pathing, even tried using the unused etc.

    Posted in: Data
  • 0

    posted a message on Collision Flags and Movement

    So I have a unit that moves via the fly mover, though when I put a ground collision flag on it (forcefield) it suddenly collides with cliffs as well, this is insanely infuriating.

    Any way of fixing that? I'm getting insanely frustrated with it, I don't know why the collision flag changes the movement pathing, but I cannot stand it, and it makes so sense.

    RAGE

    anyway, anyone got some ideas? I'm trying to use a dummy unit as a missile, constantly applying force effects to move it, by utilizing in-game movement collision I can get it to bounce off walls and objects without use of triggers, sure it's not perfect but it's pretty good. Now I just need to be able to tell it to collide with X units but not with cliffs, which is apparently impossibru.

    I'd use air pathing but it doesn't really work the same way, it allows two units to occupy the same spot but separate, instead of bounce off each other.

    Posted in: Data
  • 0

    posted a message on Missile Redirecting Questions

    @Kueken531: Go

    thas what I was thinkin, though I then tried applying forces to missiles and for some reason couldn't move em, so now I suspect that they are in fact dummy units pretending to be missiles with dummy movers. "units moved via force effects" as you say, or at least using a different throw type than the missiles I was testing with.

    I made a trigger that redirects missiles you have in play to the location of your mouse, when you move said mouse for testing purposes, the missiles would move along the Y plane, but they would not turn toward the mouse on the X plane, I used a couple different missiles/movers for testing with the same result

    So then I figured that the units are moving via behavior that periodically applies a force effect on them toward their current facing, then you can just use basic unit collision to make them not face each other, soooo been working on testing that out

    Posted in: Data
  • 0

    posted a message on Missile Redirecting Questions

    Hey gais, couple questions har

    So I keep trying to redirect a missile using the redirect missile effect, but for some reason I can only seem to do it on the Y and Z planes, a missile will not turn :S

    Also, does anyone know of a method to simulate collision and bounces, as seen in Eiviyn's awesome video here:

    I know it can be done via triggers, was wondering if there was a data method, seeing as Eiv commonly uses data, I'm guessing thats what happened thar.

    Posted in: Data
  • 0

    posted a message on Death Actors

    @JacktheArcher: Go

    I tried doing your second option, didnt end so well, when I gave it blank values it just defaulted back to it's basics, even if I put dummy models and sounds in there. going to attempt to switch it to the remove death type

    Posted in: Data
  • 0

    posted a message on Prevent unit from returning to spot.

    Bumpin this to attempt to find an answer

    Posted in: Miscellaneous Development
  • 0

    posted a message on Death Actors

    Hey I want to remove a units death animation all together when it dies to the "timeout" death type

    Instead of having summoned units explode into a shower of gore, I just sort of want them to disappear.

    I can't seem to find a good way of doing this, can anyone help me out?

    I tried changing their timeout death events, but it was no use

    Posted in: Data
  • 0

    posted a message on Request: Medieval Tournament Arena

    Hey guys, I'm looking for a circular medieval tent style arena for a tournament

    Or, a simple circular wooden fenced area

    Kinda like the one seen here http://2.bp.blogspot.com/_2o0-SyVcxis/SKyaAnYphTI/AAAAAAAAA0A/QRQtH7S9RuY/s1600-h/100_3718.jpg

    Posted in: Art Assets
  • 0

    posted a message on WoW Model-Pack Requests

    @Daara87: Go

    Most of the WoW armor and such should have animations and sizes already in to attach to the unit, you shouldn't need to use multiple models to display it. You can also export hair as it's own model too, to swap all that around (the hair model is removed when helmets are equipped etc) In theory, you should be able to export the WoW stuff, remove the unused attach anims for the other races to lower size, then import those to SC2 for just the human models.

    I could be wrong, but I think that's how the armor models work in WoW, I don't think they use separate models per race, but they might.

    Either or, should be able to do it without needing three separate base models.

    Posted in: Art Assets
  • 0

    posted a message on [Model Showcase] Warcraft Units

    Decal spots on the units would be greaaat

    Posted in: Artist Tavern
  • 0

    posted a message on [Request] Team Color Korhal Flag

    Can anyone make the korhal flag model have the actual flag team-color enabled? I want to texture swap the image to a decal image, so the flag will show the decal with the background as the team color of the flag.

    Profit.

    Posted in: Art Assets
  • To post a comment, please or register a new account.