Separate models are used for deaths because of things such as the model being 5 different meshes because the unit gets blown up and chunks go flying. It's not possible to merge it with the actual unit model the models differ due to such things. Unless you had the meshes hidden underneath the actual unit or something until the death animation plays.
However, I don't see why a model wouldn't work with just another animation being named Death. What you could do though is rename the death animation to whatever it should be to play properly as a separate model, and import it as a 'death model' along with the original.
For the dialog triggers at the beginning to choose difficulty, could you disable the trigger after being clicked so you can't spam click it and choose a difficulty 10 times and negate anyone else's choice?
I actually have a question about water in general. Whenever I place water, it's a floating square. How do I get it to touch the ground and shape with the ground?
Increase the height of the ground around it/lower the water height.
I tried publishing a map that does the transition, but it either isn't loading from the same directory or it just isn't loading at all. I'm wondering if looks through the cache folder.
Well if you know how (I don't), I'm sure you could make a script that checks which objects are in view of the camera, and if an object is not in view, then hide the object. Terrain can be hidden as well.
Farclip isn't really a good solution considering anything beyond that point isn't rendered at all, and it's like there's a black wall a few feet in front of you unless you have a lot of things blocking the distant view. This also makes skyboxes invisible.
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Separate models are used for deaths because of things such as the model being 5 different meshes because the unit gets blown up and chunks go flying. It's not possible to merge it with the actual unit model the models differ due to such things. Unless you had the meshes hidden underneath the actual unit or something until the death animation plays.
However, I don't see why a model wouldn't work with just another animation being named Death. What you could do though is rename the death animation to whatever it should be to play properly as a separate model, and import it as a 'death model' along with the original.
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@Mozared: Go
Pressing Enter with the water as the current brush works as well.
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You can work around that.
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For the dialog triggers at the beginning to choose difficulty, could you disable the trigger after being clicked so you can't spam click it and choose a difficulty 10 times and negate anyone else's choice?
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Reduce the maximum camera jump distance (I think it is called) to 0 in the data editor under Cameras.
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Increase the height of the ground around it/lower the water height.
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The event should be Unit is Selected (or perhaps it's Unit is Clicked), not Map Initialization.
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@EkstreM: Go
I am assuming your exported model was textureless because you did not apply any material to the meshes.
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Well I know it doesn't appear if you are using 64-bit Photoshop, but since you have a 32 bit OS that can't be the problem.
On a side note, it appears as the .dds format in Save As.
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@x05matt25x: Go
I believe they are called text tags. You can attach them to units or regions, etc.
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@ZeroAme: Go
I tried publishing a map that does the transition, but it either isn't loading from the same directory or it just isn't loading at all. I'm wondering if looks through the cache folder.
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It is intentional.
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Well if you know how (I don't), I'm sure you could make a script that checks which objects are in view of the camera, and if an object is not in view, then hide the object. Terrain can be hidden as well.
Farclip isn't really a good solution considering anything beyond that point isn't rendered at all, and it's like there's a black wall a few feet in front of you unless you have a lot of things blocking the distant view. This also makes skyboxes invisible.
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You can look at my supply depot income map.
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Try changing the camera's height displacement maximum to 0 in the Data editor.