So I have this custom tile that I want to use in a map, however it seems something is wrong and it's way too bright when sunlight hits the tile. Here are the tile and its normal map. Also, there's a picture of the problem. If any1 could help me out I'd be very appreciative.
Hey guys. I've got a pretty difficult question, so I hope someone here can help me out. I'm trying to make a flying unit that has multiple attacks. Think of it like the Leviathan, except instead of it having a bunch of tentacles in the front of the unit, there are four separate cannons; two on each side of the flying Zepplin.
There are a few problems I'm running into. First, I need to reduce the search area to 90 degrees so that each cannon can only fire in front of itself. Second, the Leviathan attack doesn't seen to work on its own, which makes it hard to duplicate.
If anyone is up to the challenge in helping me create this unit, I would be extremely grateful. Your help will not go overlooked.
I'm trying to create a unit that gets and attack speed and movement speed bonus every time they attack something, or are attacked by something. This effect should have a duration of 10 seconds and replenish whenever they attack/are attacked. (maximum of 3 stacks) I'm not sure how to go about this as I'm trying to do it entirely in the data editor.
Could some body help me with this? If it's not possible in the data editor I'll just use triggers.
I have a custom map, and I want to change the locale to be enGB instead of enUS so that another person can work on it. However, I can't seem to convert the map. Can anyone help me with this?
Sphere is a model, not a texture.
It works very well. I'm using that and I'm only using dds images with that.
It's really just renaming the file ending from a legit ".dds" file to ".tga". The editor will throw errors because he expects a tga file, if you select the texture in the editor, but it works ingame and even on the imported model without restarting the editor as long as you didn't select/click on the model file before.
I don't know what you can do wrong... just rename the file ending, import, save, done.
wow... it actually does work! however I seem to be having a problem as it seems it messes with how the textures are shown on models.
Here is a picture:
So remember when people were going to start creating great model assets using this technique? What happened to that?
by people you mean me and only me? Cause as far as I know I'm the only one who has expressed this interest. No one has offered to help and therefore it's going really slow and I have my own project I'm creating it for.
You can even rename the file ending, if for example a model from WoW wants a .tga texture. So save it as compressed .dds and rename the "dds" to a "tga" and import it into your map. The editor will throw errors, but the textures work ingame. That's better/easier than using the "texture select by ID" only to apply a dds texture instead of tga.
what? That doesn't seem to work at all.. It just shows spheres
You can also use textureswapbyid method to redirect the texture paths to your .dds, which would be a bit of a hassle to do for each asset; but would be much better than creating 10's if not 100's more mods to accomodate the extra filesize.
Can you explain what this is a little more? Thanks alot everyone.
There is no way to export the .M2 files as .M3 files with .DDS textures. It saves them as .DDS files. As far as I know, there is no way to have "thought this out ahead of time" because I couldn't find a way to efficiently export the models. So now, I'm trying to find a way to reduce filze size the best I can.
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@xcorbo: Go could you upload it to mediafire.com ?
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So I have this custom tile that I want to use in a map, however it seems something is wrong and it's way too bright when sunlight hits the tile. Here are the tile and its normal map. Also, there's a picture of the problem. If any1 could help me out I'd be very appreciative.
Tileset Files: Link Removed: http://www.mediafire.com/?313okctz2z3v9oz
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Hey guys. I've got a pretty difficult question, so I hope someone here can help me out. I'm trying to make a flying unit that has multiple attacks. Think of it like the Leviathan, except instead of it having a bunch of tentacles in the front of the unit, there are four separate cannons; two on each side of the flying Zepplin.
There are a few problems I'm running into. First, I need to reduce the search area to 90 degrees so that each cannon can only fire in front of itself. Second, the Leviathan attack doesn't seen to work on its own, which makes it hard to duplicate.
If anyone is up to the challenge in helping me create this unit, I would be extremely grateful. Your help will not go overlooked.
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@StragusMapster: Go
Thank you!!
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I'm trying to create a unit that gets and attack speed and movement speed bonus every time they attack something, or are attacked by something. This effect should have a duration of 10 seconds and replenish whenever they attack/are attacked. (maximum of 3 stacks) I'm not sure how to go about this as I'm trying to do it entirely in the data editor.
Could some body help me with this? If it's not possible in the data editor I'll just use triggers.
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@Kueken531: Go
Thank you so much dude. Much appreciated.
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I have a custom map, and I want to change the locale to be enGB instead of enUS so that another person can work on it. However, I can't seem to convert the map. Can anyone help me with this?
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Update: We are still looking for dedicated people! Please don't be afraid to send a PM my way and apply to join.
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not at the moment, we're still in development phase We will keep you posted when Beta testers are needed.
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wow... it actually does work! however I seem to be having a problem as it seems it messes with how the textures are shown on models. Here is a picture:
Edit: Note it only seems to affect a few
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converting one by one is out of the question. it's not even a matter of dedication.. it would literally take me years.
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by people you mean me and only me? Cause as far as I know I'm the only one who has expressed this interest. No one has offered to help and therefore it's going really slow and I have my own project I'm creating it for.
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what? That doesn't seem to work at all.. It just shows spheres
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Can you explain what this is a little more? Thanks alot everyone.
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@AlphaShadows: Go
There is no way to export the .M2 files as .M3 files with .DDS textures. It saves them as .DDS files. As far as I know, there is no way to have "thought this out ahead of time" because I couldn't find a way to efficiently export the models. So now, I'm trying to find a way to reduce filze size the best I can.