its a little hard to explain so heres a video of the issue.
i have been working on a set of behaviors for the protoss to be based on their shields and when i found out about glow and halo i learned that they make the units kinda actually look like they have shields on. i spend a very very long boaring time applying the behaviors and the effects and the actor modifications (the most boaring part) and everything was going mostly well except a few hiccups.
ground units seem to work well around each other but air units tend to mess up. in a group of air units the halo just becomes a big box removing all the halos, it looks odd and it tends to flash making me dizzy a bit. sometimes they have the box around them and in some camera positions they dont. sometimes they fly togetherwith no problem but when they fly over a protoss base or over numbers of protoss ground units the halo box pops up and over a base makes the bases halos freak out.
large amount of ground units moving through a base also have this effect on the base but have no effect on each others halos that ive seen and buildings dont seem to have that effect on buildings if built close enough. i have seen a single air unit randomly have the box around it but it hasnt moved from its spot on the editor and it hasnt redone that in my last few tests.
the same thing happends when units have strobes instead of halos even
i dont see why ground units dont effect each other and why buildings dont effect each other but when 2 types of units get to close with to many halos they glitch out like in the video. is there a way to fix this or do is it impossible and i just need to move onto another way of giving shields a visual look?
and as a side question, im trying to make Tychus Commando have a launch a missile effect so it would look like bullets but everything i set messes up his attack launch and impact models. ive messed around in actor datas but i cant get it to work right. the closest ive got to it working was i had the weapon effect to be Hydralisk Needle Spine Launch and had the impact set to Tychus Commando Damage and when he fires the effect does play but it plays around his feet on the ground and not at the end of the chaingun llike normal.
and also a way to remove the light around him? it doenst have it on low settings so is there a way to remove the light from him in the editor for higher settings?
This definitely looks like an engine problem. Apparently those halo outlines arent meant to be used by so many different units at the same time. Only solutions I can think of right now would be reducing the amount of units capable of using the behavior or use a different effect for showing the behavior. Might be worth looking into the new material effects introduced by 3.0
i think i tried giving them a shield model like a sentry guardian shield but i couldnt figure out how to make it actually make the model around it. ive had it using strobe where it just pulses a line around the unit. but the glow on the unit doesnt stay lit up instead it glows on and off like its supposed to. with halos on the glow stays lit up. and with a bunch of units using stobe it causes the same issue except the box strobes across instead of just being a halo box.
new material effects from 3.0? i have no idea what that means sorry.
its a little hard to explain so heres a video of the issue.
i have been working on a set of behaviors for the protoss to be based on their shields and when i found out about glow and halo i learned that they make the units kinda actually look like they have shields on. i spend a very very long boaring time applying the behaviors and the effects and the actor modifications (the most boaring part) and everything was going mostly well except a few hiccups.
ground units seem to work well around each other but air units tend to mess up. in a group of air units the halo just becomes a big box removing all the halos, it looks odd and it tends to flash making me dizzy a bit. sometimes they have the box around them and in some camera positions they dont. sometimes they fly togetherwith no problem but when they fly over a protoss base or over numbers of protoss ground units the halo box pops up and over a base makes the bases halos freak out.
large amount of ground units moving through a base also have this effect on the base but have no effect on each others halos that ive seen and buildings dont seem to have that effect on buildings if built close enough. i have seen a single air unit randomly have the box around it but it hasnt moved from its spot on the editor and it hasnt redone that in my last few tests.
the same thing happends when units have strobes instead of halos even
i dont see why ground units dont effect each other and why buildings dont effect each other but when 2 types of units get to close with to many halos they glitch out like in the video. is there a way to fix this or do is it impossible and i just need to move onto another way of giving shields a visual look?
or is there a way to make halos invisible as they are on low graphics settings?
and as a side question, im trying to make Tychus Commando have a launch a missile effect so it would look like bullets but everything i set messes up his attack launch and impact models. ive messed around in actor datas but i cant get it to work right. the closest ive got to it working was i had the weapon effect to be Hydralisk Needle Spine Launch and had the impact set to Tychus Commando Damage and when he fires the effect does play but it plays around his feet on the ground and not at the end of the chaingun llike normal.
and also a way to remove the light around him? it doenst have it on low settings so is there a way to remove the light from him in the editor for higher settings?
hope this was the right place to put this.
no ideas on how to fix any of the issues?
This definitely looks like an engine problem. Apparently those halo outlines arent meant to be used by so many different units at the same time. Only solutions I can think of right now would be reducing the amount of units capable of using the behavior or use a different effect for showing the behavior. Might be worth looking into the new material effects introduced by 3.0
i think i tried giving them a shield model like a sentry guardian shield but i couldnt figure out how to make it actually make the model around it. ive had it using strobe where it just pulses a line around the unit. but the glow on the unit doesnt stay lit up instead it glows on and off like its supposed to. with halos on the glow stays lit up. and with a bunch of units using stobe it causes the same issue except the box strobes across instead of just being a halo box.
new material effects from 3.0? i have no idea what that means sorry.
@TheUltragon: Go
material effects?
@TheUltragon: Go
what do you mean?