Hi guys.
I need to apply the model and actor propriety of the pylon field to an unit behavior.
The most important thing that my behavior need is that the "pylon like" field must be visible only if the unit is selected. (like an ability range)
I have tried with the "actor range" but the field is always visible and is the low model version.
The problem is that i need to lauch 2 different abilities at the same time (the first one is learn ability that increment the level of speed attribute behavior, the second ability lauch the speed attribute behavior and apply it to the unit).
Every ability can be launch manually every time the unit increase its veterancy level (the player can choose which ability "attribute behavior" can be upgraded).
sorry for my bad english.
tell me if you do not understand something.
I'm trying to export a simple plane with a sc2 material applied to it.
I had set up to one all the id material in the scene (plane material id, unwrap_uvw material id and material id channel) but when i press "scene check" in the M3_exporter always tell me that the plane don't have a material applied to it.
Someone can tell me step by step how to apply a sc2 material on a skinned model?
Thanks.
I have another problem with reversing animation.
I import the model "guardian shlied -impact" in 3dsmax with unofficial .m3 exporter (available on this site) and i found that the model is made by a particle emitter and a texture.
After several trials with the settings available for the particle emitters on the M3 importer and exporting it several times, i have noticed that the animation play always in the same way and i don't found how to tell the particle to reverse the emitter sequence.
Unfortunately, there aren't an easy option for edit the start and end particle emission.
Someone know how to do this?
thanks again!
You can't bring the generals model of the tank?
There are many extraction tool for C&C Generals....
A question for you:
you are making a c&c Generals style mod o a C&C tiberium wars style mod?
Because I had in mind (after i finish my actual mod) to make a c&c: tiberium wars style map.
So if you tell me what type of mod you make we can combine our works togheter or if you are in an advanced stage of the work and not need other help, I will avoid to put me to work to my next mod (and i'll think something else).
I found a minor issue in the m3_export_v0.35 that block the execution of the script on 3dsmax2014.
The bug is on a duplicate variable "unknown7" on the "M3E_PAR" struct.
I delete the duplicate and now it works well on 3dsmax 2014.
I report the link to the modified file that i made.
Thanksfor your help Kueken.
The model that i need to reverse animation is the "guardian shlied -impact".
It is the model that is applied on an allied unit when enter in the guardian shield ability range.
Alternatively to reverse the default animation i thounght to modify the model directly with 3dsmax and make the animation reverse.
The problem is that when i import the .m3 in the 3dsmax (with the plugin released on this website) i don't see anything.
Instead i can see, for expample, the ultralisk model and animations.
I don't know if there is a bug in the exporter for this type of models or need a texture to it (i don't export the texture of the guardian shield because i don't know where it is, but export the ultralisk texture and is work well in 3dsmax).
Thus, i think the big problem is to locate and export the "guardian shield - impact" texture.
Please can tell me step by step how to see the .dds file linked to the selected model?
thanks!
Hi guys,
i'm new on this forum and i'm happy to join in this good community for help to make sc2 mods.
I'm making a mod for it and i need to know how to reverse the animation of a unit, in particular the "guardian shield - impact" model.
Alternatively i need to know what is the .dds file of the image of "guardian shield impact" (I tried to look for it in the game assets but i have not found anything).
0
Thanks i found it but there is 2 type of update selection: sinc and local. Which is the difference?
0
I don't see any "unit selection" event. There is only an "unit click" event but don't work for my purpose.
0
Hi guys. I need to apply the model and actor propriety of the pylon field to an unit behavior. The most important thing that my behavior need is that the "pylon like" field must be visible only if the unit is selected. (like an ability range) I have tried with the "actor range" but the field is always visible and is the low model version.
How can i do it?
thanks in advance for the help.
0
Thanks very much! It is very useful. i never understood the "issueorder" ability. Now i have understand what is it.
Best sc2 forum ever!
0
The problem is that i need to lauch 2 different abilities at the same time (the first one is learn ability that increment the level of speed attribute behavior, the second ability lauch the speed attribute behavior and apply it to the unit). Every ability can be launch manually every time the unit increase its veterancy level (the player can choose which ability "attribute behavior" can be upgraded).
sorry for my bad english. tell me if you do not understand something.
0
I need to set up two abilities on the same button and use them simultaneously. How can i do this?
thanks
0
Thanks! Now the scene check error always come, but when import the model in the editor it work well!
I think there is a bug in the exporter (i use 3dsmax 2014).
0
I'm trying to export a simple plane with a sc2 material applied to it. I had set up to one all the id material in the scene (plane material id, unwrap_uvw material id and material id channel) but when i press "scene check" in the M3_exporter always tell me that the plane don't have a material applied to it. Someone can tell me step by step how to apply a sc2 material on a skinned model? Thanks.
0
Is possible reverse the way particles are emitted from 3dsmax(m3_importer/exporter)?
0
I have another problem with reversing animation. I import the model "guardian shlied -impact" in 3dsmax with unofficial .m3 exporter (available on this site) and i found that the model is made by a particle emitter and a texture.
After several trials with the settings available for the particle emitters on the M3 importer and exporting it several times, i have noticed that the animation play always in the same way and i don't found how to tell the particle to reverse the emitter sequence.
Unfortunately, there aren't an easy option for edit the start and end particle emission. Someone know how to do this? thanks again!
0
You can't bring the generals model of the tank? There are many extraction tool for C&C Generals....
A question for you: you are making a c&c Generals style mod o a C&C tiberium wars style mod?
Because I had in mind (after i finish my actual mod) to make a c&c: tiberium wars style map. So if you tell me what type of mod you make we can combine our works togheter or if you are in an advanced stage of the work and not need other help, I will avoid to put me to work to my next mod (and i'll think something else).
thanks in advice!
0
Thanks very much Kueken! I found the texture file of the model!
0
I found a minor issue in the m3_export_v0.35 that block the execution of the script on 3dsmax2014. The bug is on a duplicate variable "unknown7" on the "M3E_PAR" struct. I delete the duplicate and now it works well on 3dsmax 2014. I report the link to the modified file that i made.
I also attach the file to this post (the link above may be missing).
If you like use it or do the change yourself.
0
Thanksfor your help Kueken. The model that i need to reverse animation is the "guardian shlied -impact". It is the model that is applied on an allied unit when enter in the guardian shield ability range. Alternatively to reverse the default animation i thounght to modify the model directly with 3dsmax and make the animation reverse.
The problem is that when i import the .m3 in the 3dsmax (with the plugin released on this website) i don't see anything. Instead i can see, for expample, the ultralisk model and animations.
I don't know if there is a bug in the exporter for this type of models or need a texture to it (i don't export the texture of the guardian shield because i don't know where it is, but export the ultralisk texture and is work well in 3dsmax). Thus, i think the big problem is to locate and export the "guardian shield - impact" texture.
Please can tell me step by step how to see the .dds file linked to the selected model? thanks!
0
Hi guys, i'm new on this forum and i'm happy to join in this good community for help to make sc2 mods.
I'm making a mod for it and i need to know how to reverse the animation of a unit, in particular the "guardian shield - impact" model. Alternatively i need to know what is the .dds file of the image of "guardian shield impact" (I tried to look for it in the game assets but i have not found anything).
thanks all guys.