So i want i recreated the Time Bomb of the Orignal MotherShip, realised it taking too much time to create something for each missile in the game for the gravity effect.
So my first question is : Is possible to do a the same as this video: but with the banana model.
Second question:can u give me a tutorial for do that please :) ?
I'll found nothing by search "gravity sc2 editor" and i think is probably not this.
Each Missile is a Unit. Find the unit missile for the missile you want to change. Once you do that, go to its actor. The actor would be the Launch Missile actor (or LM for short). In the actor for that missile, search for "model". Change all the models to the banana model and see how it works out. I have made a lot of bug-themed missiles this way.
If you snoop around in the unused assets you'll find the "falling" animation as a separate model, but only for an outdated Misisle Turret missile.
You should be able to do this globally for all affected missiles (or for specific groups via validators, or set it individually on each missile of course). Just create a Model type actor with the desired model (Banana in your case) at the position of the missile, and use an ACTOR "Mover" (NOT a "missile" mover, an actor of the "Site Mover" type), those can be set to a constant acceleration.
I have no idea how to tap into the physics engine for the "rolling on the ground" part though, if there's no easy way to set that up (borrowing from "HotS Unit Death" actors maybe?) the best I can think of is a "Random Point in Circle" SiteOp to pick a direction, and another, slow, horizontal actor Mover, which you switch to upon reaching Z=0.
You can aim all of these actor movements at the actual missile too, via a Simple type actor aiming its events at "_Missile" via the Target line in the top-right. Just make sure all animation triggers ignore unit timescale, and don't kill off the missile before the "animation" completes. For the banana version include a ModelSwap event (I'm assuming you want to turn the missiles into bananas as the Time Bomb destroys them, you can also create a separate Simple actor upon creation of any missile to change its model into a banana from the start, e.g. for an April Fools patch)
The physics is non-deterministic as far as I am aware, as such what was shown in that video is purely graphical and cannot be used to alter the game state in any way. You could use it for walls and things so that a tank can smash the wall to pieces and even have pieces of the wall bounce off other units but the pieces of the wall cannot do any damage based on the forces involved. Additionally the effect might be missing entirely on low setting clients.
It is done using "ragdoll" like models which have physics chunks in them. These are manipulated by the tile set gravity constant, the terrain, any force actors nearby and even collide-able chunks of other models (the command centre is the best example as models will generally bounce off it).
i tryed to look what is doing the physics effect, so when i replace the .m3a file for the tile, by a banana, there is no more gravity .
So the gravity is in the m3a file... now i will look for that, but actually i found nothing
i tryed to look what is doing the physics effect, so when i replace the .m3a file for the tile, by a banana, there is no more gravity . So the gravity is in the m3a file... now i will look for that, but actually i found nothing
As I said, the models need to have physics chunks in them that describe what the mass is and other physics related information. Most models do not have these.
Additionally the actor must not be moved as every movement of it will reset it to default state. Instead you have to allow for the physics engine to move it (eg by applying force actors).
EDIT: Look here, i think you speak about this "physics chunk"
No I mean m3 chunks which are involved in specifying a model's physical attributes. Some have collision shapes (eg Command Centre) while others also define ragdoll related data. I am not an expert with regards to the m3 format.
Quote:
But not, so is not that, so where i can set these Physics ?
By modifying the m3 model file and importing it (simplest to understand). Alternatively you could create an extension model file which inserts/replaces chunks as appropriate (harder to do, but probably results in smaller file). I am not a modeller so do not ask me how.
Quote:
So what i'm missing ?
A model that supports "ragdoll" physics. Try with the Marauder ragdoll death model to check if everything works.
If there are still no physics (even with a model that supports it such as the ragdoll) then you might not have physics turned on in the game options. The Editor can use separate settings from the game so make sure they are both set to extreme to make sure physics simulation is enabled.
Hi !
I'm doing a fun mod ! (cool)
So i want i recreated the Time Bomb of the Orignal MotherShip, realised it taking too much time to create something for each missile in the game for the gravity effect.
So my first question is : Is possible to do a the same as this video: but with the banana model.
Second question:can u give me a tutorial for do that please :) ? I'll found nothing by search "gravity sc2 editor" and i think is probably not this.
Thanks !
Each Missile is a Unit. Find the unit missile for the missile you want to change. Once you do that, go to its actor. The actor would be the Launch Missile actor (or LM for short). In the actor for that missile, search for "model". Change all the models to the banana model and see how it works out. I have made a lot of bug-themed missiles this way.
If you snoop around in the unused assets you'll find the "falling" animation as a separate model, but only for an outdated Misisle Turret missile.
You should be able to do this globally for all affected missiles (or for specific groups via validators, or set it individually on each missile of course). Just create a Model type actor with the desired model (Banana in your case) at the position of the missile, and use an ACTOR "Mover" (NOT a "missile" mover, an actor of the "Site Mover" type), those can be set to a constant acceleration.
I have no idea how to tap into the physics engine for the "rolling on the ground" part though, if there's no easy way to set that up (borrowing from "HotS Unit Death" actors maybe?) the best I can think of is a "Random Point in Circle" SiteOp to pick a direction, and another, slow, horizontal actor Mover, which you switch to upon reaching Z=0.
You can aim all of these actor movements at the actual missile too, via a Simple type actor aiming its events at "_Missile" via the Target line in the top-right. Just make sure all animation triggers ignore unit timescale, and don't kill off the missile before the "animation" completes. For the banana version include a ModelSwap event (I'm assuming you want to turn the missiles into bananas as the Time Bomb destroys them, you can also create a separate Simple actor upon creation of any missile to change its model into a banana from the start, e.g. for an April Fools patch)
I was thinking, why not just transform all the missile to a banana with the falling animation?
Oh wait just re-read what you said, and it's exaclty that sorry.
I realy start with actor, the only thing i do is create an ability spell effect, so i don't know what to do here...
I will look for tutorial soon (i hate this :( )
Thanks !
wow I need know how to do this :D
But, can't found a tutorial on this...
Have you a tutorial on physics and object ? thanks !
The physics is non-deterministic as far as I am aware, as such what was shown in that video is purely graphical and cannot be used to alter the game state in any way. You could use it for walls and things so that a tank can smash the wall to pieces and even have pieces of the wall bounce off other units but the pieces of the wall cannot do any damage based on the forces involved. Additionally the effect might be missing entirely on low setting clients.
It is done using "ragdoll" like models which have physics chunks in them. These are manipulated by the tile set gravity constant, the terrain, any force actors nearby and even collide-able chunks of other models (the command centre is the best example as models will generally bounce off it).
Yes what i want is only graphical,
its just a spell killing missile by transform them in banana.
Nothing found for tutorial about ragdoll. :( Someone can explain a bit how to use it ? Or have a tutorial ? Thanks !
Found the link to the map with physics:
starcraft://map/2/160766
I will look at now :). Just seen, it's a poster here: Zolden.
Wanted to look how he mad his map, but there is no dowload :(.
The download for zoldens physic map is here: http://www.sc2mapster.com/forums/resources/project-workplace/63140-physics-project/. See below first post.
Oh thanks !
i tryed to look what is doing the physics effect, so when i replace the .m3a file for the tile, by a banana, there is no more gravity . So the gravity is in the m3a file... now i will look for that, but actually i found nothing
As I said, the models need to have physics chunks in them that describe what the mass is and other physics related information. Most models do not have these.
Additionally the actor must not be moved as every movement of it will reset it to default state. Instead you have to allow for the physics engine to move it (eg by applying force actors).
Thanks, look at that when i finish my game :)
EDIT: Look here, i think you speak about this "physics chunk"
http://i.gyazo.com/2d1ff2b4d04f5ef1ad3e1a691026afb6.png (can't put as image in edit mode)
So basically if i replace the Art: Model by my banana, it will do the same.
But not, so is not that, so where i can set these Physics ?
Actually i try to make work my banana physics on Zolden map, after this i try recreate on my map ...
Here you can see: Physics enable.
http://i.gyazo.com/cb8d01227136068512b0aad13afb386a.png
So what i'm missing ? :'(
No I mean m3 chunks which are involved in specifying a model's physical attributes. Some have collision shapes (eg Command Centre) while others also define ragdoll related data. I am not an expert with regards to the m3 format.
By modifying the m3 model file and importing it (simplest to understand). Alternatively you could create an extension model file which inserts/replaces chunks as appropriate (harder to do, but probably results in smaller file). I am not a modeller so do not ask me how.
A model that supports "ragdoll" physics. Try with the Marauder ragdoll death model to check if everything works.
If there are still no physics (even with a model that supports it such as the ragdoll) then you might not have physics turned on in the game options. The Editor can use separate settings from the game so make sure they are both set to extreme to make sure physics simulation is enabled.
http://starcraft-2-galaxy-editor-tutorials.thehelper.net/tutorials.php?view=150195
You think i need follow that ? For edit the .m3
I am not a modeller so do not know. You might want to raise the problem in the appropriate section.
Thanks, i will look at all these things :). I will post again when i found solution.