I'm trying to create a "Grass" doodad so that I can place grass where I like instead of using the foliage generator. I've tried creating a new doodad, and setting the model to "Dynamic Grass Bel Shir", but when placed the grass is black (it has no texture). I tried changing "Actor - Texture Sets" to "(Bel'Shir(Jungle))", to no avail.
Well I am thinking it will be diablo style, so therefore the only camera action is "lock camera to unit"....I just want to know if I need to make a new WASD system from the ground up or if I can use my old one..I never tested to see if it was laggy, but I think it would be. I made the system from ONE TWO sc's tutorial lonng ago, but then I refined it to be mutliplayer so its a mess..It might be better if I rebuilt it anyway
This might be better off in the Data Editor forum, but I figured people frequenting this forum probably already have this figured out.
I'm trying to create a "Grass" doodad so that I can place grass where I like instead of using the foliage generator. I've tried creating a new doodad, and setting the model to "Dynamic Grass Bel Shir", but when placed the grass is black (it has no texture). I tried changing "Actor - Texture Sets" to "(Bel'Shir(Jungle))", to no avail.
It is. The tga version doesn't work either even if it isn't converting correctly.
Once again the problem is that the alpha channel seems to work but not entirely. In-game the alpha'd out parts of the image are about 90% transparent, but not fully transparent as I'd like them :P
I've attached the tga file, perhaps you could take a look and see if there's something wrong :)
Hey, just a quick question. Is there any special thing you need to do when importing a texture with an alpha channel to get it to work correctly? I'm trying to import an image (it's a glyph) with an alpha channel and it works fine except the alpha'd out parts are slightly visible as if they weren't alpha'd out all the way, even though it displays correctly in photoshop and in the dds conversion tool I use. I've tried importing both as tga and dds and get the same result.
@depthsofchaos
I don't recognize that skybox, but most of them have quirks like not showing if you look below the horizon (the problem you're having). Is it a custom skybox?
The reason there was no black in my screenshot is that the grey cloudy stuff is actually part of the skybox. That section in your skybox might just be completely missing.
They're just for example, they have no meaning. He's just showing you the idea of what you have to do, not exactly what you need to do to your variable.
To address the problem: it doesn't matter if you do the check before or after you set your variable to a value, but make sure you do it immediately before/after. Ex:
// Check after assigning value to variableSetRealVariable=ValueIfRealVariable<0ThenSetRealVariable=0ElseIfRealVariable>100ThenSetRealVariable=100EndIf// -or -// Check before assigning value to the variableIfValue<0ThenSetRealVariable=0ElseIfValue>100ThenSetRealVariable=100ElseSetRealVariable=ValueEndIf
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If the first solution worked just do:
Event: A button is pressed
Condition: AButtonIsPressed[Player] == false
Action: AButtonIsPressed[Player] = true
stuff
AButtonIsPressed[Player = false
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Reposted from the terrain forum:
I'm trying to create a "Grass" doodad so that I can place grass where I like instead of using the foliage generator. I've tried creating a new doodad, and setting the model to "Dynamic Grass Bel Shir", but when placed the grass is black (it has no texture). I tried changing "Actor - Texture Sets" to "(Bel'Shir(Jungle))", to no avail.
Thanks for any help :)
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What's with the cloaked mothership following Link oO
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Diablo doesn't use wasd.
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This might be better off in the Data Editor forum, but I figured people frequenting this forum probably already have this figured out.
I'm trying to create a "Grass" doodad so that I can place grass where I like instead of using the foliage generator. I've tried creating a new doodad, and setting the model to "Dynamic Grass Bel Shir", but when placed the grass is black (it has no texture). I tried changing "Actor - Texture Sets" to "(Bel'Shir(Jungle))", to no avail.
Thanks for any help :)
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@Kanaru: Go
Same problem, the alpha'd out part is still slightly visible =\
I guess I'll just have to use a different blending mode to get the desired effect for now.
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@Kanaru: Go
It is. The tga version doesn't work either even if it isn't converting correctly.
Once again the problem is that the alpha channel seems to work but not entirely. In-game the alpha'd out parts of the image are about 90% transparent, but not fully transparent as I'd like them :P
I've attached the tga file, perhaps you could take a look and see if there's something wrong :)
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Hey, just a quick question. Is there any special thing you need to do when importing a texture with an alpha channel to get it to work correctly? I'm trying to import an image (it's a glyph) with an alpha channel and it works fine except the alpha'd out parts are slightly visible as if they weren't alpha'd out all the way, even though it displays correctly in photoshop and in the dds conversion tool I use. I've tried importing both as tga and dds and get the same result.
Thanks.
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@ST4RKiLL3R: Go
Instantly set the camera position (eye, I think) to the other side of the map, just like the unit.
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@depthsofchaos: Go
I'm confused..what was your previous post about then?
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@depthsofchaos I don't recognize that skybox, but most of them have quirks like not showing if you look below the horizon (the problem you're having). Is it a custom skybox?
The reason there was no black in my screenshot is that the grey cloudy stuff is actually part of the skybox. That section in your skybox might just be completely missing.
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^ You're thinking way too hard about it, just make an additional region in the center :P
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Here's a picture:
Edit: Actually, a point may have a Z coordinate as well.
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@Etravex: Go
After you display the message, set Team1MSG1 to false.
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@Etravex: Go
They're just for example, they have no meaning. He's just showing you the idea of what you have to do, not exactly what you need to do to your variable.
To address the problem: it doesn't matter if you do the check before or after you set your variable to a value, but make sure you do it immediately before/after. Ex:
Either one works.