PlayForever does not LOOP anything. PlayForever continues the animation onwards. If you look in the Previewer (Ctrl + Shift + V) at the DragoonForceShield.m3, you will notice that at 0.8 seconds in the animation(the end), there is NO MORE visual effect. Your PlayForever will play this last 0.8 second state forever.(For most models, this is the case)
It does not Reset the Animation.
PlayForever works differently for some models, but basically, it does not loop to the start.
Here are some of my quick ideas, but I won't even bother doing them.
Retexture the Acid Death texture to make it look yellow and not green, make it look like an actual lemon had a citrus explosion!
I like the lemon tree idea, especially since I had an idea like that one. Mine was that an actual lemon grows on the tree (via attachment) and after growing to X size, it falls to the ground and begins to roll in a random direction. It rolls until it hits enemies/buildings/cliffs, at which point it explodes.
the explosion leaves a puddle on the ground. Anyone can walk on it without harm, EXCEPT Bio Units IF they are LESS THAN 100% health... the lemon gets into the wounds, and inflicts more pain. Could slow down damaged bio units instead of damaging them some more. Or both.
EDIT: Forgot one thing
The tree is attached to an invisible "fatty" model. It plays the unburrow animation (spins while unburrowing) an attempt at making it look like it's... growing... i'm sure you've seen time-lapsed video of a plant emerging from the ground, think of that effect.
Zords? Is that what they were called? I was only ever a fan of the first power rangers, when Tommy was the evil green ranger, then became a good green ranger, then became the white ranger, lol... Plus he had the most badass Zord(?) ever.
Lemme look into the deglow... I know you can deglow a Defiler Bones(campaign Zerg Research item has a yellow glow around it, and a long while back I managed to remove the glow and use just the bones as a doodad in some lava... might be as simple as deglowing the Defiler Bones.
But that will have to wait until tomorrow at the earliest.
Not trying to be an ass or anything, but there is such a thing as a Search. You obviously didn't search. So search "Lurker". Second post, check my map... Profit!
Lurkers are fully upgradeable(normally, researching Melee/Ranged Ground Attacks and Ground Carapace does NOT upgrade Lurker because it is not setup to be upgraded, and I did just that)
Lurker Range upgrade fully functional.
Perfect Morph/Cancel, for Hydralisk Den <-> Lurker Den / Hydralisk <-> Lurker.
No button errors/disappearing costs.
Added Hydralisk Move Speed upgrade(just like in Brood Wars).
Not sure if the hydra speed upgrade is on par/balanced, nor am I sure about the Lurker dmg upgrades. But it can all be changed to suit your needs.
Eitherway, people... I wasn't very good at all when I participated in the first WDE... I was pretty much a complete noob and all I'd done at the time was tinting and super-easy weapons.
Don't feel like you shouldn't try because Kueken and Myself are able to put out some good stuff. You'll only be helping yourself by learning as you create... and really, why else do you stick around on the forums? For the Editor, be it Galaxy, Trigger or Data.
So participate! One day you'll be making amazing things!
for real? 1.7 gig? Dude... it took me less than 10 seconds before it was fully loaded. I start watching the video, the red bar fills up, I look at the time, 0:09. No way I downloaded 1.7 gigs in 9 seconds.
Every subfolder in the Materials folder of the model(viewable from inside the Previewer) has at least 1 texture that you should be able to switch out.
The full path of the texture is available for viewing, and it will give you the Texture Type/Slot, usually Emissive/ Diffuse/ Normal/ Specular/ Decal. I haven't seen any models that have a different texture type/slot than the 5 I listed. As Kueken said, there's absolutely no need for a list.
If people have difficulty getting a certain texture to work from a certain model, they can always make a post or send a PM to myself, or any other who won't mind answering stuff.
... I finally managed to modify the Zealot's Psi Blade fire and it was much easier than I remember it being last time I tried(when I first made the tutorial). It seems to be somewhat dependent on the slot it uses... since I was using a regular Zealot with no "primary" texture swapping, I was trying to modify the blade's fire by using the Main slot. Even if the texture declaration points to the proper place (Prefix FireAnim_ and Substring _X4LightBlue) it would change the main body of the zealot. Once I changed the slot from Main to Body, it modified the blades fire.
Most texture files turn this into utter crap. However, I found a few textures of sizes (1000x100 or thereabouts) turn the fire into 'lightning' type effect. Since the fire from the blade is team color dependent, it turns it into red lightning.
Oh, as well, the texture file uses slot body.diffuse. I tried using body.emissive, but it does not change anything when I do this... at least so far.
Little video of it in effect...
Imagine what you see in the video(long, thin lines) being squares instead, for the textures that make it look like crap.
EDIT: Watched the video and the effect seems a little out of focus. It looks a bit more 'lightning' like in game.
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PlayForever does not LOOP anything. PlayForever continues the animation onwards. If you look in the Previewer (Ctrl + Shift + V) at the DragoonForceShield.m3, you will notice that at 0.8 seconds in the animation(the end), there is NO MORE visual effect. Your PlayForever will play this last 0.8 second state forever.(For most models, this is the case)
It does not Reset the Animation.
PlayForever works differently for some models, but basically, it does not loop to the start.
0
Here are some of my quick ideas, but I won't even bother doing them.
EDIT: Forgot one thing
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Zords? Is that what they were called? I was only ever a fan of the first power rangers, when Tommy was the evil green ranger, then became a good green ranger, then became the white ranger, lol... Plus he had the most badass Zord(?) ever.
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@greythepirate: Go
Lemme look into the deglow... I know you can deglow a Defiler Bones(campaign Zerg Research item has a yellow glow around it, and a long while back I managed to remove the glow and use just the bones as a doodad in some lava... might be as simple as deglowing the Defiler Bones.
But that will have to wait until tomorrow at the earliest.
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Consider the vote unanimous
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Not trying to be an ass or anything, but there is such a thing as a Search. You obviously didn't search. So search "Lurker". Second post, check my map... Profit!
Not sure if the hydra speed upgrade is on par/balanced, nor am I sure about the Lurker dmg upgrades. But it can all be changed to suit your needs.
0
@Kueken531: Go
Likewise. :\
Eitherway, people... I wasn't very good at all when I participated in the first WDE... I was pretty much a complete noob and all I'd done at the time was tinting and super-easy weapons.
Don't feel like you shouldn't try because Kueken and Myself are able to put out some good stuff. You'll only be helping yourself by learning as you create... and really, why else do you stick around on the forums? For the Editor, be it Galaxy, Trigger or Data.
So participate! One day you'll be making amazing things!
0
@egodbout: Go
for real? 1.7 gig? Dude... it took me less than 10 seconds before it was fully loaded. I start watching the video, the red bar fills up, I look at the time, 0:09. No way I downloaded 1.7 gigs in 9 seconds.
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@Kueken531: Go
Seems so, Kueken. Makes me sad... :(
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@Funnyshoes: Go
Click that link and the answer will be yours.
http://forums.sc2mapster.com/development/data/15998-secret-units-in-map-editor/#p4
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@iE4TM4PS: Go
Every subfolder in the Materials folder of the model(viewable from inside the Previewer) has at least 1 texture that you should be able to switch out.
The full path of the texture is available for viewing, and it will give you the Texture Type/Slot, usually Emissive/ Diffuse/ Normal/ Specular/ Decal. I haven't seen any models that have a different texture type/slot than the 5 I listed. As Kueken said, there's absolutely no need for a list.
If people have difficulty getting a certain texture to work from a certain model, they can always make a post or send a PM to myself, or any other who won't mind answering stuff.
0
@Vexal: Go
http://forums.sc2mapster.com/development/data/20143-question-summoning-spell-data-or-triggers/#p1
I did a search for minion, and only 4 posts came up... the above is one of them.
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@b0ne123: Go
Oh.. i just reread it. It does indeed say 'It is'. I had read it as 'Is it' hahah, hence why I replied an answer, my bad.
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@b0ne123: Go
Ya, it's more than likely going to be AnimFireGhost4_2.dds. The other ones are smoke and a glow.
0
... I finally managed to modify the Zealot's Psi Blade fire and it was much easier than I remember it being last time I tried(when I first made the tutorial). It seems to be somewhat dependent on the slot it uses... since I was using a regular Zealot with no "primary" texture swapping, I was trying to modify the blade's fire by using the Main slot. Even if the texture declaration points to the proper place (Prefix FireAnim_ and Substring _X4LightBlue) it would change the main body of the zealot. Once I changed the slot from Main to Body, it modified the blades fire.
Most texture files turn this into utter crap. However, I found a few textures of sizes (1000x100 or thereabouts) turn the fire into 'lightning' type effect. Since the fire from the blade is team color dependent, it turns it into red lightning.
Oh, as well, the texture file uses slot body.diffuse. I tried using body.emissive, but it does not change anything when I do this... at least so far.
Little video of it in effect...
Imagine what you see in the video(long, thin lines) being squares instead, for the textures that make it look like crap.
EDIT: Watched the video and the effect seems a little out of focus. It looks a bit more 'lightning' like in game.
And whooray for crashing!