Some models, like the Dark Templar, have different model variations. The dog has three. You can check this amount by going to the Model in question and checking Art -> Variation Count. Change that number to 1. Now replace the Dog.m3 (or whatever it happens to be) with the tiger model. I've uploaded an example to show you.
If you try to warp in a protoss unit, pylons and warp prisms in phase mode will display a power grid. As far as I know, this is caused by a power actor creating a corresponding splat actor. The model is PylonRadius_X1.m3. Unfortunately I don't truly understand the magic at work here.
The main goal really is to have an ability with a persistent effect (it doesn't matter what it does) that displays the PowerVisual model on the caster to all players for the duration. Any idea how to get it to show up?
PylonRadius_X1.m3, for whatever reason, either doesn't have visible properties or doesn't have the means to be visible in the cutscene editor, just like all the other splats. I assume it has something to do with its intended interaction with terrain?
Damn it.. Okay, well I guess that won't work. I've said this many times, but some of these errors are so vague I don't know how they expect people to troubleshoot them. At any rate, I only found one other person with this issue, it was a post a few years ago by a guy looking to change the impact model with an upgrade. You told him to do this:
"Create a copy for the Action actor and under events of each find the event resulting in the creation of the action actor. Add a Term in of the Validate Unit variety. Then create two validators of the Player Requirement one with Validator - Find enabled and the other with that field disabled. Under the Validator - Value put in a requirement that has the logic of Count Upgrade x Completed. Link the correct validator to the term and then only one action actor will be created when you do not have the tech and the other will be when you do."
Would this still work? The only part I don't understand is which event is creating the action actor for Siege Tank Sieged Attack.
I tried that, still getting the error. I made a blank map and redid the whole upgrade and everything, maybe when you get a chance you can check it out. It'll probably be easier and more obvious what I did wrong.
The upgrade is simply called "Better Weapon", I've added the "Siege Tank" prefix to everything related to the upgrade to make it really easy to navigate. Currently it only affects the Siege Tank Siege Mode unit. I made the effect simple, adds some damage and increases range. You'll notice it does actually apply the stat change once researched, but the launch actor fails. Research time is set to 3 seconds and no cost, so just hop in and test it on the thors.
Lastly, the actor I made is "Siege Tank Siege Mode Attack Launch", and the action actor is the regular siege tank siege mode one.
So I use Model Actors, ModelAnimationStyleOneShotNoOrphan, plug those into Combat: Impact Model and Combat: Launch Model fields for the action actor? Also, these are the events I used in the model actors. Does this look correct?
Actor Creation
ValidateUnit HaveUpgrade
ModelSwap NewModel
This is what I've done currently, but when the upgrade finishes I get an error saying it cannot spawn the launch actor. The impact model disappears too, though it doesn't mention an error. Does that mean I've failed somewhere along the line with creating validators/requirements?
So if I wanted to swap the launch and impact models on a unit once an upgrade has been researched, how would I do that? I have all the requirements, validators, and the upgrade set up. I got confused when looking to the hellion for help, as it has an absolute ton of actors which I imagine aren't totally necessary. Anybody know how to set up the events in the action actor? (I assume that's where you would go)
So I'm trying to import this illidan model from a user named alleyviper85... but the textures are never applied to the model. I've tried using the texture select by ID tutorial, but I am the king of getting "weird errors" that nobody knows how to solve. I've also tried exporting the illidan model from wow model viewer, but the 3ds max m3 importer script has yet to work a single time for me.
I get this error when I open the model in the cutscene editor. I am not Alberto, I assume that is a path on the creator's HDD. He has this to say on the bugged textures: "I have found that by making the models I have in a folder on the desktop, cares to Sc2 and all is well, but if I move the desktop folder on the map textures are removed units, someone who knows how to fix this pls?"
Personally I don't understand what he is saying. Anybody know how to fix this?
To make an actor just create one from scratch. Set the model and then set the events one at a time if you need setting it to do what you want. If it is an attachment or created by a funky means then the hosting fields will be of interest. Use the xml view and the find window to look for ingame examples from the campaign mods.
Okay, I'll do that and see what I can find. Earlier on I deleted the missile actor, tested the attack, and the error message went away (obviously). Of course, there was no model displayed because there was no actor. So I re-made a new actor, and before even changing any values or events, I tested the attack. The exact same error re-occurred... I find that very odd, considering the actor was linked only by name and had default events/values.
Edit: FINALLY IT IS FIXED. I don't know why I didn't see these glaring errors before, maybe I just needed to take a few days away from GE like I did, but here are the things I fixed.
1) There were only 2 models being used, a launch and an impact model. There was no missileFX model. Don't ask me how it was working at all. I made a missileFX model for the missile actor.
2) (probably the real problem) In the action actor's impact physics, I had the physics set to... get this... the missile actor. Wow. I guess I was staying up too late one evening and just decided it made sense to use a missile actor as substitute for impact physics.
Thanks for your help through this doctor. This was very demoralizing but now a load off my mind. I was considering scrapping GE.
Well, I installed 3ds max '11, installed the plugin and the scripts, and when I try to import using the script, it says it failed due to no "get" function for undefined. Anybody know what this error means?
Sorry if this is the wrong forum, I'm not certain. I keep running into this same problem when recoloring some protoss units/doodads. I'll change every last texture displayed in the materials list, but there will still be a piece of the model still uncolored. I won't be able to find the textures anywhere. Here is an example:
This is the starship wing doodad. As you can see, I changed every detail I could find under materials. Why is there a blue glow/aura around the center? What is it? I have this same problem with a number of others. Specifically, the starship floor terrain objects, and flora terrain objects. Even the archon gives me problems. I change every single .dds for the archon, and there is a faint but noticeable blue glow around the archon from the original color scheme.
What am I missing? I would like to know as this problem keeps reoccurring... cleary I'm missing something. My method is cutscene editor -> model data -> materials, and exporting any textures listed. (only emissive and diffusal for the "body" texture.
0
Okay, that works pretty well so I'll use the model/method you suggested. Thanks again for the help.
0
Some models, like the Dark Templar, have different model variations. The dog has three. You can check this amount by going to the Model in question and checking Art -> Variation Count. Change that number to 1. Now replace the Dog.m3 (or whatever it happens to be) with the tiger model. I've uploaded an example to show you.
0
If you try to warp in a protoss unit, pylons and warp prisms in phase mode will display a power grid. As far as I know, this is caused by a power actor creating a corresponding splat actor. The model is PylonRadius_X1.m3. Unfortunately I don't truly understand the magic at work here.
The main goal really is to have an ability with a persistent effect (it doesn't matter what it does) that displays the PowerVisual model on the caster to all players for the duration. Any idea how to get it to show up?
PylonRadius_X1.m3, for whatever reason, either doesn't have visible properties or doesn't have the means to be visible in the cutscene editor, just like all the other splats. I assume it has something to do with its intended interaction with terrain?
0
Awesome, it works perfectly! The double action actor method w/ validators is definitely the way to go. Thanks so much guys.
0
@Spoolofwhool: Go
If you could tell me what specific event you added the validator to that would be extremely helpful. : )
0
Damn it.. Okay, well I guess that won't work. I've said this many times, but some of these errors are so vague I don't know how they expect people to troubleshoot them. At any rate, I only found one other person with this issue, it was a post a few years ago by a guy looking to change the impact model with an upgrade. You told him to do this:
"Create a copy for the Action actor and under events of each find the event resulting in the creation of the action actor. Add a Term in of the Validate Unit variety. Then create two validators of the Player Requirement one with Validator - Find enabled and the other with that field disabled. Under the Validator - Value put in a requirement that has the logic of Count Upgrade x Completed. Link the correct validator to the term and then only one action actor will be created when you do not have the tech and the other will be when you do."
Would this still work? The only part I don't understand is which event is creating the action actor for Siege Tank Sieged Attack.
0
@DrSuperEvil: Go
I tried that, still getting the error. I made a blank map and redid the whole upgrade and everything, maybe when you get a chance you can check it out. It'll probably be easier and more obvious what I did wrong.
The upgrade is simply called "Better Weapon", I've added the "Siege Tank" prefix to everything related to the upgrade to make it really easy to navigate. Currently it only affects the Siege Tank Siege Mode unit. I made the effect simple, adds some damage and increases range. You'll notice it does actually apply the stat change once researched, but the launch actor fails. Research time is set to 3 seconds and no cost, so just hop in and test it on the thors.
Lastly, the actor I made is "Siege Tank Siege Mode Attack Launch", and the action actor is the regular siege tank siege mode one.
0
So I use Model Actors, ModelAnimationStyleOneShotNoOrphan, plug those into Combat: Impact Model and Combat: Launch Model fields for the action actor? Also, these are the events I used in the model actors. Does this look correct?
Actor Creation
ValidateUnit HaveUpgrade
ModelSwap NewModel
This is what I've done currently, but when the upgrade finishes I get an error saying it cannot spawn the launch actor. The impact model disappears too, though it doesn't mention an error. Does that mean I've failed somewhere along the line with creating validators/requirements?
0
So if I wanted to swap the launch and impact models on a unit once an upgrade has been researched, how would I do that? I have all the requirements, validators, and the upgrade set up. I got confused when looking to the hellion for help, as it has an absolute ton of actors which I imagine aren't totally necessary. Anybody know how to set up the events in the action actor? (I assume that's where you would go)
0
So I'm trying to import this illidan model from a user named alleyviper85... but the textures are never applied to the model. I've tried using the texture select by ID tutorial, but I am the king of getting "weird errors" that nobody knows how to solve. I've also tried exporting the illidan model from wow model viewer, but the 3ds max m3 importer script has yet to work a single time for me.
I get this error when I open the model in the cutscene editor. I am not Alberto, I assume that is a path on the creator's HDD. He has this to say on the bugged textures: "I have found that by making the models I have in a folder on the desktop, cares to Sc2 and all is well, but if I move the desktop folder on the map textures are removed units, someone who knows how to fix this pls?"
Personally I don't understand what he is saying. Anybody know how to fix this?
0
@DrSuperEvil: Go
Yes.
0
Okay, I'll do that and see what I can find. Earlier on I deleted the missile actor, tested the attack, and the error message went away (obviously). Of course, there was no model displayed because there was no actor. So I re-made a new actor, and before even changing any values or events, I tested the attack. The exact same error re-occurred... I find that very odd, considering the actor was linked only by name and had default events/values.
Edit: FINALLY IT IS FIXED. I don't know why I didn't see these glaring errors before, maybe I just needed to take a few days away from GE like I did, but here are the things I fixed.
1) There were only 2 models being used, a launch and an impact model. There was no missileFX model. Don't ask me how it was working at all. I made a missileFX model for the missile actor.
2) (probably the real problem) In the action actor's impact physics, I had the physics set to... get this... the missile actor. Wow. I guess I was staying up too late one evening and just decided it made sense to use a missile actor as substitute for impact physics.
Thanks for your help through this doctor. This was very demoralizing but now a load off my mind. I was considering scrapping GE.
0
Well, I installed 3ds max '11, installed the plugin and the scripts, and when I try to import using the script, it says it failed due to no "get" function for undefined. Anybody know what this error means?
0
Ahh, I see... thanks. :) Any particular software either of you would recommend?
I don't really know anything about the subject, but would that art tools thing be what I want?
0
Sorry if this is the wrong forum, I'm not certain. I keep running into this same problem when recoloring some protoss units/doodads. I'll change every last texture displayed in the materials list, but there will still be a piece of the model still uncolored. I won't be able to find the textures anywhere. Here is an example:
This is the starship wing doodad. As you can see, I changed every detail I could find under materials. Why is there a blue glow/aura around the center? What is it? I have this same problem with a number of others. Specifically, the starship floor terrain objects, and flora terrain objects. Even the archon gives me problems. I change every single .dds for the archon, and there is a faint but noticeable blue glow around the archon from the original color scheme. What am I missing? I would like to know as this problem keeps reoccurring... cleary I'm missing something. My method is cutscene editor -> model data -> materials, and exporting any textures listed. (only emissive and diffusal for the "body" texture.