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    posted a message on Modify Hercules Model

    @KrayzBlu: Go

    I'm pretty sure along with that version, there's another Hercules unit that works like it should (the one you get if you research it). Try looking for another Hercules to see if you can find it.

    Posted in: Data
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    posted a message on Would you make players pay to play your maps?

    @Mozared: Go

    If you made a large scale campaign or single player map(s) that were high quality, I could see charging. That or bonus things like pets/skins/whatever for a free map (hopefully Blizzard will put banks serverside).

    Posted in: General Chat
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    posted a message on [Solved] Remove Unit's Shadow

    @progammer: Go

    Thanks for the reply. I took another look at the actor messages and it looks like the message is actually "SetCastShadows". "SetCastShadows" will disable the actor's shadow, and "SetCastShadows 1" will enable them.

    Posted in: Data
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    posted a message on [Solved] Remove Unit's Shadow

    @acidragoon: Go

    I don't care if it's for one individual actor, all actors of the type or whatever, I just want it gone :P But, I want to keep shadows as normal for everything else. Namely, it's the Terratron Saw that's causing me problems. I don't mind that a disc of light is casting a shadow in the first place, the problem is that the shadow is really bugged out (it's like big squares rotating around).

    Posted in: Data
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    posted a message on [Solved] Remove Unit's Shadow

    How do I remove a unit's (actor's) shadow?

    I thought this would be simple but nothing I've tried works, and I can't find a topic on it. Thanks for any help.

    Solution: Use the actor message "SetCastShadows" do disable the actor's shadow, and use "SetCastShadows 1" to enable it.

    Posted in: Data
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    posted a message on "WC3 Style" Texture Overriding

    @NuneShelping: Go

    Thanks for the response. I tried a few things along the line that you suggested, including overwriting a texture; creating my own; and setting the file field of an existing texture to my texture. When trying to apply it (using "SelectTextureById" message), either nothing happens or my unit goes all black (usually nothing happens). Have you verified this works with full unit textures?

    Thanks again, sorry if I'm not getting it :P

    P.S. - I already tested the alternate skin by just overwriting the default skin and it does work.

    Posted in: Artist Tavern
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    posted a message on "WC3 Style" Texture Overriding

    @NuneShelping: Go

    Can you elaborate on that?

    Ideally what I would want is to be able to import another marine texture (like a camo skin, or whatever), and be able to use that in the same map as well as the original (not overwrite it), and without needing to import an extra marine model.

    Posted in: Artist Tavern
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    posted a message on "WC3 Style" Texture Overriding

    So, I guess in SC2, like in WC3, you have to completely overwrite the base texture of a model if you want to import a new one? Is there any way to use an alternate texture without overwriting? For example, having two different marine skins to choose from in-game, without importing a copy of the marine model. Thanks for any info.

    Posted in: Artist Tavern
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    posted a message on Flowing Lava?

    @ZeroAme: Go

    Here's what I came up with after a few minutes of fooling with the water, it looks decent as a river of molten metal, especially if it were actually terrained/detailed to look like a metal working factory instead of having doodads plopped next to it :P If you like the look I can attach the map or tell you the settings.

    Posted in: Terrain
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    posted a message on Import Manager & Blizzard Maps

    On several occasions I've tried editing a Blizzard Melee map to find weird things happening (things disappearing like you). If I want to use one I just copy the terrain and doodads over to a blank map of the same size.

    Posted in: Miscellaneous Development
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    posted a message on Offset weapon firing effect (Solved)

    @VulfeSC: Go

    Yes, that's what I was aiming to do from the beginning, but I couldn't find the Site Op field because it was named differently than usual ;P

    Posted in: Data
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    posted a message on Offset weapon firing effect (Solved)

    @RileyStarcraft: Go

    Thanks, I looked already for this field but couldn't find it, but looked harder once you suggested it. The field is actually "Launch Site Ops" instead of "Operations" as you'd think.

    @jerberson12: Go

    The problem is that the Murloc Marine doesn't have a weapon attachment point.

    Posted in: Data
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    posted a message on Offset weapon firing effect (Solved)

    I have a feeling this question has been posted before but my search turned up nothing.

    I've added the Marine's Gauss Rifle weapon to the Murloc Marine, but the problem is that the model doesn't have a weapon attach point, so the muzzle flash appears in the "Center" of the model. To fix this I'm trying to attach the effect instead to the "Target" point which is still in the center, but it follows the aim of the gun so it should work. I just need to offset it to reach the end of the gun and it should look okay.

    I can reattach it to the "Target" point but I haven't found how to offset it, so any help would be appreciated.

    Posted in: Data
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    posted a message on [Library] Realtime Mouse Tracking System

    This would be awesome if the units could follow a player's viewpoint, instead of spawning on the whole map.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Creating 'Grass' Doodad

    Bumpity

    Posted in: Terrain
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