Terran units
Custom Terran Units.
- Make sure campaign dependencies are enabled!
Hello most of the work done here is not quite finished so please comment and criticize so I can make changes. If you use any of it in a map you publish please let me know so I can play it!
The models use textures already in the game, all you need to do is duplicate the unit, go to Modules- import -(what ever file) restart the editor and change out the model on your unit.
The file sizes are around 300kb so you can use multiple models without map size worries.
Changes 7/23/2012
Merc With Sniper Rifle
Removed, decal is bugged
Changes 7/8/2012
Medic With Pistol
Added a Medic with a reaper pistol and a quick fire animation. First model with a light for when the weapon fires. renamed attack animation, fixed light flash, and now she only fires a single bullet per sequence. Attachment point is Ref_Weapon.
Marine Weaponless
Added a Marine with an attachment point instead of a rifle "ref_weapon_attachment" I believe I named it, I have not tested it, if someone wants to use it and it's not set up right pm me and I will try again. EDIT: I tested it, its pretty bugged, removed till I get it working.
Heros without lights
Tychus, Raynor and Stetmann, without spot lights. I think Swann's light is a behavior which can be turned off in the editor
Changes
Marine With Chaingun
Tychus
- removed lights
- changed textures
- fixed bounding sphere
- shoulder pads and arms shrank to normal size
- head replaced with standard helmet
- Chaingun shrunk to a more reasonable size and slightly edited
No decals, the UV map on channel 2 is not working at all, spent all night trying to figure it out
Marine With Sniper Rifle
Raynor HEV
- removed lights
- changed textures
- removed a couple silly bits on the rifle
I think ill give him a better attack animation (for now you can use the spell animation with limited success)
Marauder With Construction Arm
Rory Swann
- removed lights
- replaced head with Marauder helmet
- changed textures
Stetmann
- removed lights
He needs teamcolors (I'll have to make a new .dds for him), decals and I think ill give him an attack animation
Notes on creation for who ever is interested
I found if I deleted all of the bounding sphere key frames, unlinked it, and scaled to just over the size of the unit it works great.
For decals I found you need to add a UVW map clear to remove where the old decals were, then a UVW unwrap and select map channel 2 and map where you want the new decal, but it is very buggy, the whole model needs to be mapped, not just the selected faces you want the decal on. you also can't flatten mapping or modify the layout of the original UV map too much or the decal just smears all over the unit. I think it might be the exporter causing it, decals can look great in max and all distorted in the editor if it works at all. Hope this helps.
@JacktheArcher: Go
Warpig with Chaingun or Sniper rifle? Sounds awesome, sure I'll put it on my to do list.
@Rulerian: Go
Good to see your editing again. Would you do merc versions of the weapon marines?
@JacktheArcher: Go
Old Tychus had ridiculously large shoulders which were animated as large shoulders, I shrank them down to a normal marine size and it left some gaps in a few animations. It is something I'm going to look into fixing though.
How about a weaponless marine with weapons that can be attached by actors.
it would be awesome if you could make one more with marine using reaper guns. I'm currently using the marines you created.
What bout Raynor Marine? I'd like him with team colors, I don't like the work others have done, you are good at it, haha
Great job so far if i may suggest/request something if you can could you do the same thing but with the merc versions that would be pretty awesome ...otherwise your doin great
i think something is wrong with the new tychuses arm its not connected when he walks maybe its just me...otherwise these models are awesome.
Thanks guys, remember to import the file into the map, I think a couple of you tried to double click the .m3 to open it and got an empty scene
Also I created a new unit, Commander Block Block, with his own rig, animations and attachment points. He was just a block dude but now I know I can create entirely new units.
DrSuperEvil - That's good to know, I needed to change a couple of the textures to fix decal locations inside max though
SoulFilcher - Hey I played your SC expanded map, really cool. Though the Raiders Hyperion call down is a little overpowered lol. I don't believe Nova has a flashlight, she would just need team colors then? or a face cover like the male ghost?
Zol - Sure Ill get around to it
You know you no longer need to replace textures on the models since the Texture Select By Id event allows easy texture swapping to whatever there is.
That's awesome, and you added decals to Raynor marine! Now you just need to make a generic female ghost using Nova. ;-)
Great Work!
Is it possible for you to upload the original 4 models of, tychus, swann, raynor and stettman; without the modifications, just with their flashlights removed as well? thanks :D the editing is pretty clean :)
Maybe im not understanding this right but where is the model and other stuff all i get is a empty map???
you are a life saver! new units inbound. have a muffin!
EDIT: umm how do i apply the model lol
wee use them now on marine arena EU
by the way if u got problems with the bounding
http://www.sc2mapster.com/forums/development/data/19197-solved-problem-with-model-selection-radius/#p13
This is awesome but where are the decals? Replace Raynor's shoulders decals with standard player decals.
@michaelknives: Go
Thanks! I wanted to do a combat engineer too, I think I would edit the regular marine a bit. maybe give him a shotgun? I dunno
:D awesome job. All you need to do now is modify the rory swann model to look like a marine or marauder and create an enginerring class marine
The tychus mess up is because you accidentally modified the bound sphere in some way while manipulating the model. You'll need to redo the sphere and attach it properly and whatnot.
how can we download this asset .m3 file