Can someone provide a list of common attachment points every model should have to avoid gfx oddities/error when its used in game?
This assumes the model is for a unit that can attack, cast abilities, and isn't invulnerable and thus can have abilities and weapons used on it.
So far I have
center [many gfx things break if this isn't present. For example, the void ray beam won't visually track the target if the target moves, at least in older patches]
weapon [Needed for ranged weapons. You can have more then one of these, ex: battle cruiser]
I came across issues when you have both Vol_Target and Ref_Target, for example. I've just read that these APs are considered the same by the exporter.
For protoss, having a Vol_Shield, and Ref_Shield, will cause errors. When I use Vol_Target, no other Ref_Targets can exist, or the model will report TAV errors when attacked in-game.
You can check the models in the cutscene editor, and list the attachment points blizzard models have.
All you need to do is to right-click the model in the list at the bottom left, and choose model properties or something (I'm currently away from the editor atm). It's the third item of the flyout from the top.
Also render attachments will show you green dots on the model.
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Can someone provide a list of common attachment points every model should have to avoid gfx oddities/error when its used in game?
This assumes the model is for a unit that can attack, cast abilities, and isn't invulnerable and thus can have abilities and weapons used on it.
So far I have
center [many gfx things break if this isn't present. For example, the void ray beam won't visually track the target if the target moves, at least in older patches]
weapon [Needed for ranged weapons. You can have more then one of these, ex: battle cruiser]
Origin, center, overhead, weapon. Also spheres named Vol_Target and Vol_Shield. If unit has a turret, turretz also required.
I would also attach hardpoints onto any parts that move a lot during animation incase someone wants to attach models to it..
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I came across issues when you have both Vol_Target and Ref_Target, for example. I've just read that these APs are considered the same by the exporter.
For protoss, having a Vol_Shield, and Ref_Shield, will cause errors. When I use Vol_Target, no other Ref_Targets can exist, or the model will report TAV errors when attacked in-game.
You can check the models in the cutscene editor, and list the attachment points blizzard models have.
All you need to do is to right-click the model in the list at the bottom left, and choose model properties or something (I'm currently away from the editor atm). It's the third item of the flyout from the top.
Also render attachments will show you green dots on the model.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.