So, I made a unit using the colonist apc model, and added a Model Attachment using the Blimp model. The problem is, the smoke inside the blimp's tanks seems to be colliding with the apc model and bounces off in all directions. If I apply a local offset to seperate the models this doesn't happen, nor does it occur if you fly a standalone Blimp unit through an airfleet ingame.
So, is there a way to fix this without removing the smoke entirely? Or failing that, does anyone know a different model I could use for tanks containing highly dangerous green goo to mount on the side of the apc? I'd rather not use vespene barrels as they have little detail and aren't transparent.
You can always retexture the smoke with a 0 alpha texture like the zerg building emissives using Texture Select By ID.
You could always have two deformed biodomes back to back. Can always use anything cylinder like make it have an opacity <1 and add some other stuff around it.
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I don't want to remove the smoke, that's supposed to be the nasty chemicals stored inside. Maybe the biodomes will work, but at least the BioDomeCommand doesn't drag the smoke fx with it, instead leaving it as a trail.
The problem with using opacity is I'd need a solid outer lining and a seperate model for the contents.
I once used biodome command and it has its own issues.
There are plenty of creep clouds protoss energy and other particle emitter doodads to use. Just give it a brief retexture and colour tint and you wont know what hit them.
Never be afraid of making a composite unit.
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What other issues are there with BioDomeCommand? Just for composite models or anything that matters if I use it as a standalone unit (which I currently am)?
I'm using the water-filled biodome now and it looks great, the main problems now are to tint the water greener than the casing and to make it clip properly with the rest of the vehicle.
Do you know a vehicle with flat, angled sides (i.e. upward wedge shape), preferably with a gun turret already included? The cleaner truck (Crazyhorse APT/TruckUtility) is out because it doesn't have any attachment points that move with the wobbly body.
For a start the particle emitter does not scale equally along the z with the rest of the model so it can have smoke comming out the top. I admit I was a rank amateur when I last used it. The failure of my protomenskbot started me on my quest to understand the editor. I still have to come full circle. There were also some issues with tipping but that was many patches ago.
Tried texture swapping the BioDomeWater_Normal texture?
Flatbed truck maybe? If in doubt do like the one terraining excercise and make it completely our of doodads and animate it yourself using events validators and buffs.
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Is BioDomeWater_Normal the color controller? I've tried replacing the Diffuse one, which didn't seem to work properly, then postponed messing with that for later as there's only 1 green water texture and I have no idea how to apply that to multiple slots/model textures. I know I could recolor some of the others and import, but since I added the GhostEchoPortrait textures I already got a "file size too large" error from my MPQ editor.
Don't bother testing everything if you don't know the answer, I'll do that myself if need be. But if you know it works with just the Normal texture that'll save me some time.
So, I made a unit using the colonist apc model, and added a Model Attachment using the Blimp model. The problem is, the smoke inside the blimp's tanks seems to be colliding with the apc model and bounces off in all directions. If I apply a local offset to seperate the models this doesn't happen, nor does it occur if you fly a standalone Blimp unit through an airfleet ingame.
So, is there a way to fix this without removing the smoke entirely? Or failing that, does anyone know a different model I could use for tanks containing highly dangerous green goo to mount on the side of the apc? I'd rather not use vespene barrels as they have little detail and aren't transparent.
You can always retexture the smoke with a 0 alpha texture like the zerg building emissives using Texture Select By ID.
You could always have two deformed biodomes back to back. Can always use anything cylinder like make it have an opacity <1 and add some other stuff around 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 don't want to remove the smoke, that's supposed to be the nasty chemicals stored inside. Maybe the biodomes will work, but at least the BioDomeCommand doesn't drag the smoke fx with it, instead leaving it as a trail.
The problem with using opacity is I'd need a solid outer lining and a seperate model for the contents.
I once used biodome command and it has its own issues.
There are plenty of creep clouds protoss energy and other particle emitter doodads to use. Just give it a brief retexture and colour tint and you wont know what hit them.
Never be afraid of making a composite unit.
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
What other issues are there with BioDomeCommand? Just for composite models or anything that matters if I use it as a standalone unit (which I currently am)?
I'm using the water-filled biodome now and it looks great, the main problems now are to tint the water greener than the casing and to make it clip properly with the rest of the vehicle.
Do you know a vehicle with flat, angled sides (i.e. upward wedge shape), preferably with a gun turret already included? The cleaner truck (Crazyhorse APT/TruckUtility) is out because it doesn't have any attachment points that move with the wobbly body.
For a start the particle emitter does not scale equally along the z with the rest of the model so it can have smoke comming out the top. I admit I was a rank amateur when I last used it. The failure of my protomenskbot started me on my quest to understand the editor. I still have to come full circle. There were also some issues with tipping but that was many patches ago.
Tried texture swapping the BioDomeWater_Normal texture?
Flatbed truck maybe? If in doubt do like the one terraining excercise and make it completely our of doodads and animate it yourself using events validators and buffs.
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
Is BioDomeWater_Normal the color controller? I've tried replacing the Diffuse one, which didn't seem to work properly, then postponed messing with that for later as there's only 1 green water texture and I have no idea how to apply that to multiple slots/model textures. I know I could recolor some of the others and import, but since I added the GhostEchoPortrait textures I already got a "file size too large" error from my MPQ editor.
Don't bother testing everything if you don't know the answer, I'll do that myself if need be. But if you know it works with just the Normal texture that'll save me some time.
Acid death 2, sludgewater and that one texture used by the sewer pipes all look good and toxic.
Make copies of the texture by exporting and importing as a different name and use seperate slots.
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