Still getting errors, but at least on only 4. When I started yesterday, there were seven, solved textures, 6, and I don't know what I did, but the M3 data conversion works too, so the new error message:
No, it's not the real model, it's only a little testing area of mine.
EDIT: The problem has been solved (although I don't fully understand it). Thanks for the help! I really appreciate it.
For the sake of future viewers:
<s>Exporter unable to find texture: move your textures to program files(x86)/Starcraft II/maps/Assets/Textures
Exporter model error (which I had in the 2nd round): Export model to the same place where the texures are
</s>
This is my solution, I don't know why this works, and exporting them to a random location doesn't, but it works, so I for one am very happy.
Removed the scripts (which I put in), still the same error messgae. Do I need to export it to a specific location?
EDIT: It seems to be my models fault somehow. The Waterbat model was exported without errors. Still, I don't have any idea what could be wrong with it. It's a Cube (and yes, it is converted to editable mesh) with a Standart SC2 texture on it, with a single diffuse map (<-had problem with that too, but putting the texture in program files(x86)/Starcraft II/maps/assets/textures solved it) What could be wrong with my cube?
Hi, I just downloaded Sc2 Art Tools yesterday, and now I wanted to export my model with it instead of with the old .m3 exporter. But, I keep getting an error message:
Failed to open savefile on disk.
CModelFileIO::Save failed
Hi, sorry if I posted in wrong area (and if I did, please tell me immediately, and I'll repost this in the appropriate one), but I tried to do everything according to SC2 Art Tools tutorial, but I couldn't find the folder in which the materials were, so I exported a .dds file to my desktop, added it on (SC2 Standard->diffuse), but I can't export it, due to it not finding the file? Do I need to throw it in the 3ds max Maps folder? (Error Message: Unable to retrieve texture information on Map #49 - and then following errors are all due to this.)
EDIT: Putting it into the 3ds max Maps folder did not solve it.
Hi, I have the problem described in the title. I have an unit, which stands on a vespene geyser (Built-on behavior), and when theres 4 unit loaded in, it morphs. the problem is, the morph doesn't work. I even thought this ability was bugged, but it can't even use the simple Supply Depot morph skill. The name changes, the abilities change accordingly, but the model stays the same. Please help!
Well, anyway, I'll try it. I'm currently doing the Tower Capture ability, with share control, exclusive flags
The Control Point has the skill 'Activate', so the only flaw is, that the player needs to activate manually, and the unit can leave area after activation is done.
The next part [give the unit to player], is done by trigger: Any unit uses this ability->give control to player.
Hi guys, I'm trying to make ^ happen. I have created a trigger for it (I don't know if it can be done anyway else):
1.Unit enters region-> morph the control point from inactive to active, give player control of unit
2.Unit leaves region [if its still morphing][no units left in region, except the control point]-> cancel morph
3.If enemy unit enters region, morph the control point from active to inactive
->then after it finished the 1. starts
4.If hostile units are in region, do nothing (units from multiple players, being enemies)
You know, like in DoW. Now, I made this trigger:
Control Point Region [variable]= Convert Circle to Region
Center: Position of Unit
Unit: Closest Unit To Point
Point: Position of unit
Unit: Triggering Unit
Unit Group: Units in Region Matching Condition
Unit Type: Control Point [Inactive]
Region: Entire Map
Player: Any Player
Unit Filter: Excluded: Missile, Dead, Hidden
Count: Any Amount
Control Point Group [variable]= Units in Region matching Condition
Unit Type: Control Point [Inactive]
Region: Entire map
Player: Any Player
Unit filter: Excluded: Missile, Dead, Hidden
Count: Any Amount
The trigger:
Event
Unit - Any Unit enters Region (Entire Map)
Actions
General - If then/else
IF: [Triggering unit] is in Control Point Region
Then
Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Activate)
Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player (Owner of (Triggering Unit)) and change color
Else
General - If then/else
IF: (Count of units in Control point Region having alliance Enemy with player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most Any amount) >=1
Then
Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Cancel)
Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player 0 and change color
Else
General - If then/else
IF: (Count of units in Control point Region having alliance Ally with player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most Any amount) <1
Then
Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Cancel)
Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player 0 and change color
Else
This is my trigger. I don't know whats the problem, but it's not working, and Error message:
Event responce function EventUnit has no matching event? Near line 27 in InitGlobals() map script galaxy
Please help!
Hi guys, I'm trying to make ^ happen. I have created a trigger for it (I don't know if it can be done anyway else):
1.Unit enters region-> morph the control point from inactive to active, give player control of unit
2.Unit leaves region [if its still morphing][no units left in region, except the control point]-> cancel morph
3.If enemy unit enters region, morph the control point from active to inactive
->then after it finished the 1. starts
4.If hostile units are in region, do nothing (units from multiple players, being enemies)
You know, like in DoW. Now, I made this trigger:
Control Point Region [variable]= Convert Circle to Region
Center: Position of Unit
Unit: Closest Unit To Point
Point: Position of unit
Unit: Triggering Unit
Unit Group: Units in Region Matching Condition
Unit Type: Control Point [Inactive]
Region: Entire Map
Player: Any Player
Unit Filter: Excluded: Missile, Dead, Hidden
Count: Any Amount
Control Point Group [variable]= Units in Region matching Condition
Unit Type: Control Point [Inactive]
Region: Entire map
Player: Any Player
Unit filter: Excluded: Missile, Dead, Hidden
Count: Any Amount
The Trigger:
Event
Unit - Any Unit enters Region (Entire Map)
Actions
General - If then/else
IF: [Triggering unit] is in Control Point Region
Then
Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Activate)
Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player (Owner of (Triggering Unit)) and change color
Else
General - If then/else
IF: (Count of units in Control point Region having alliance Enemy with player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most Any amount) >=1
Then
Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Cancel)
Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player 0 and change color
Else
General - If then/else
IF: (Count of units in Control point Region having alliance Ally with player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most Any amount) <1
Then
Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Cancel)
Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player 0 and change color
Else
This is my trigger. I don't know whats the problem, but it's not working, and Error message:
Event responce function EventUnit has no matching event? Near line 27 in InitGlobals() map script galaxy
Please help!
But the Xel'Naga tower's: Tower Capture ability causes it to get back to it's original form when unit leaves, and automatically changes back to original form if there are multiple units (from multiple players hostile to eachother) players around.
I need a skill with which unit begins transforming, but stops if unit leaves area, no units are around from that player anymore, and the tower is still morphing, stop the morph
And when tower is captured, it needs to stay that way, until enemy unit enters region, and no friendlies there to protect.
Haven't tried the behavior for the player resources yet, so that's the next thing I'll do. Thanks for the information!
0
@Zolden: Go
No, I didn't change anything with the model, only the export location.
I didn't know that, but thanks. Would have gotten me a good headache to figure out why the textures werent showing if export worked without it :)
0
Still getting errors, but at least on only 4. When I started yesterday, there were seven, solved textures, 6, and I don't know what I did, but the M3 data conversion works too, so the new error message:
http://postimg.org/image/4anw4u7id/
No, it's not the real model, it's only a little testing area of mine.
EDIT: The problem has been solved (although I don't fully understand it). Thanks for the help! I really appreciate it.
For the sake of future viewers:
<s>Exporter unable to find texture: move your textures to program files(x86)/Starcraft II/maps/Assets/Textures Exporter model error (which I had in the 2nd round): Export model to the same place where the texures are </s>
This is my solution, I don't know why this works, and exporting them to a random location doesn't, but it works, so I for one am very happy.EDIT: My "solution" seems to be false.
0
@Zolden: Go
I export using the "Export" option. And no, where is that checkbox located?
0
@Zolden: Go
Removed the scripts (which I put in), still the same error messgae. Do I need to export it to a specific location?
EDIT: It seems to be my models fault somehow. The Waterbat model was exported without errors. Still, I don't have any idea what could be wrong with it. It's a Cube (and yes, it is converted to editable mesh) with a Standart SC2 texture on it, with a single diffuse map (<-had problem with that too, but putting the texture in program files(x86)/Starcraft II/maps/assets/textures solved it) What could be wrong with my cube?
0
@Zolden: Go
Yes. I have 2011 installed, but I took the exporter script out already. I have the importer script in, could that be a problem?
0
Hi, I just downloaded Sc2 Art Tools yesterday, and now I wanted to export my model with it instead of with the old .m3 exporter. But, I keep getting an error message: Failed to open savefile on disk. CModelFileIO::Save failed
Please help.
0
@Kailniris2: Go
Thank you.
0
Hi, sorry if I posted in wrong area (and if I did, please tell me immediately, and I'll repost this in the appropriate one), but I tried to do everything according to SC2 Art Tools tutorial, but I couldn't find the folder in which the materials were, so I exported a .dds file to my desktop, added it on (SC2 Standard->diffuse), but I can't export it, due to it not finding the file? Do I need to throw it in the 3ds max Maps folder? (Error Message: Unable to retrieve texture information on Map #49 - and then following errors are all due to this.)
EDIT: Putting it into the 3ds max Maps folder did not solve it.
0
EDIT:
^this guy named dragozal is a huge noob.0
Hi, I have the problem described in the title. I have an unit, which stands on a vespene geyser (Built-on behavior), and when theres 4 unit loaded in, it morphs. the problem is, the morph doesn't work. I even thought this ability was bugged, but it can't even use the simple Supply Depot morph skill. The name changes, the abilities change accordingly, but the model stays the same. Please help!
0
@Metalking1417: Go
Well, anyway, I'll try it. I'm currently doing the Tower Capture ability, with share control, exclusive flags The Control Point has the skill 'Activate', so the only flaw is, that the player needs to activate manually, and the unit can leave area after activation is done. The next part [give the unit to player], is done by trigger: Any unit uses this ability->give control to player.
0
@Scbroodsc2: Go
Thanks, I'll try it. I remade my trigger with 'Unit is Attacked', but capture sounds better.
0
Hi guys, I'm trying to make ^ happen. I have created a trigger for it (I don't know if it can be done anyway else):
1.Unit enters region-> morph the control point from inactive to active, give player control of unit 2.Unit leaves region [if its still morphing][no units left in region, except the control point]-> cancel morph 3.If enemy unit enters region, morph the control point from active to inactive ->then after it finished the 1. starts 4.If hostile units are in region, do nothing (units from multiple players, being enemies)
You know, like in DoW. Now, I made this trigger: Control Point Region [variable]= Convert Circle to Region Center: Position of Unit Unit: Closest Unit To Point Point: Position of unit Unit: Triggering Unit Unit Group: Units in Region Matching Condition Unit Type: Control Point [Inactive] Region: Entire Map Player: Any Player Unit Filter: Excluded: Missile, Dead, Hidden Count: Any Amount
Control Point Group [variable]= Units in Region matching Condition Unit Type: Control Point [Inactive] Region: Entire map Player: Any Player Unit filter: Excluded: Missile, Dead, Hidden Count: Any Amount
The trigger:
Event
Unit - Any Unit enters Region (Entire Map)
Actions General - If then/else
IF: [Triggering unit] is in Control Point Region
Then Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Activate) Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player (Owner of (Triggering Unit)) and change color
Else
General - If then/else
IF: (Count of units in Control point Region having alliance Enemy with player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most Any amount) >=1
Then Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Cancel) Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player 0 and change color
Else
General - If then/else
IF: (Count of units in Control point Region having alliance Ally with player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most Any amount) <1
Then Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Cancel) Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player 0 and change color
Else
This is my trigger. I don't know whats the problem, but it's not working, and Error message: Event responce function EventUnit has no matching event? Near line 27 in InitGlobals() map script galaxy Please help!
0
Hi guys, I'm trying to make ^ happen. I have created a trigger for it (I don't know if it can be done anyway else):
1.Unit enters region-> morph the control point from inactive to active, give player control of unit 2.Unit leaves region [if its still morphing][no units left in region, except the control point]-> cancel morph 3.If enemy unit enters region, morph the control point from active to inactive ->then after it finished the 1. starts 4.If hostile units are in region, do nothing (units from multiple players, being enemies)
You know, like in DoW. Now, I made this trigger:
Control Point Region [variable]= Convert Circle to Region Center: Position of Unit Unit: Closest Unit To Point Point: Position of unit Unit: Triggering Unit Unit Group: Units in Region Matching Condition Unit Type: Control Point [Inactive] Region: Entire Map Player: Any Player Unit Filter: Excluded: Missile, Dead, Hidden Count: Any Amount
Control Point Group [variable]= Units in Region matching Condition Unit Type: Control Point [Inactive] Region: Entire map Player: Any Player Unit filter: Excluded: Missile, Dead, Hidden Count: Any Amount
The Trigger:
Event Unit - Any Unit enters Region (Entire Map)
Actions General - If then/else
IF: [Triggering unit] is in Control Point Region
Then Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Activate) Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player (Owner of (Triggering Unit)) and change color
Else
General - If then/else
IF: (Count of units in Control point Region having alliance Enemy with player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most Any amount) >=1
Then Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Cancel) Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player 0 and change color
Else
General - If then/else
IF: (Count of units in Control point Region having alliance Ally with player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most Any amount) <1
Then Unit - Order (Closest unit to (Position of (Triggering Unit)in Control Point Group) to Control Point - Cancel) Unit - Change ownership of (Closest unit to (Position of (Triggering Unit)) in Control Point Group) to player 0 and change color
Else
This is my trigger. I don't know whats the problem, but it's not working, and Error message:
Event responce function EventUnit has no matching event? Near line 27 in InitGlobals() map script galaxy Please help!
0
But the Xel'Naga tower's: Tower Capture ability causes it to get back to it's original form when unit leaves, and automatically changes back to original form if there are multiple units (from multiple players hostile to eachother) players around.
I need a skill with which unit begins transforming, but stops if unit leaves area, no units are around from that player anymore, and the tower is still morphing, stop the morph
And when tower is captured, it needs to stay that way, until enemy unit enters region, and no friendlies there to protect.
Haven't tried the behavior for the player resources yet, so that's the next thing I'll do. Thanks for the information!