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    posted a message on Cloak only when unit is standing still

    Thx a lot guys. One more question: how can I make the ghost ceasing all attacks (so he doesn't move around and decloak all the time) when he has just entered cloaked mode?

    Posted in: Data
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    posted a message on Cloak only when unit is standing still

    Example: I want to make a ghost invisible only when he's not moving. So he should become visible (decloaked) when running around and return to being cloaked when resting.

    May be that there is a simple solution but I don't know of any right now.

    Posted in: Data
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    posted a message on Smoke attached to a unit

    I attached a smoke model to a marine. Now, when the marine moves around, the smoke stays at the old position and moves up into the air. The new smoke gets created at the unit like it should be.

    What do I have to change so that the smoke stays on top of the marine, even when its flying into the air? It should look like a smoke pillar and not like a burning effect.

    Posted in: Data
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    posted a message on Chain Lightning invisible with certain beam models
    Ok solved: cause of the problem was an AnimPlay actor event. Don't know why it's working for the mothership beam and not for the archon beam though. I deleted it and it works now.
    Posted in: Data
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    posted a message on Chain Lightning invisible with certain beam models

    I've created a chain lightning ability according to this tutorial.

    The thing is, whenever I try to change the model of the lightning beam from a mothership beam to an archon beam, it becomes invisible. Everything I do is changing the m3 file in the model tab which is referenced by the actors.

    What could be the cause for this?

    Posted in: Data
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    posted a message on Editor performance issues
    @Karawasa: Do I need to run SC2 + Editor on the SSD then or is it sufficient to only run the OS on it?
    Posted in: Miscellaneous Development
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    posted a message on Editor performance issues
    @zorbotron: How would I add an image file link with custom script? Just typing the path?
    Posted in: Miscellaneous Development
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    posted a message on Editor performance issues
    @Kueken531: Thanks for the info. And there's no way to prevent the editor from loading all available images each time? Maybe like cutting the dependencies or something (just temporarily of course)... idk.
    Posted in: Miscellaneous Development
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    posted a message on Editor performance issues
    Which computer components are most important for a fluent workflow with the editor? The most crucial problem I have is when I try to change image paths of "file - image" variables or direct links of images (like an image dialog item for example). It takes about 15 seconds to load the file list when I click on the "" or the existing link to add/change the image. It then takes about 15 more seconds to accept the new link I just selected. I've read a lot about huge performance improvements when using SSD drives. Would a system upgrade improve the situation at all? How long does this take for you to change image links? Is my RAM too slow maybe? Here are my current specs: Intel Quad Q9300 @2,5 Ghz
    4 GB DDR2 (800)
    650 GB HDD drive
    Radeon HD 4870 / 512 MB I would really appreciate your help since I'm losing very much time to just wait for the system to actually react and execute my order. I don't really know what this editor needs the most.. RAM, CPU or a fast hard drive...
    Posted in: Miscellaneous Development
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    posted a message on Player colors on custom models

    @grenegg: Go

    PM

    Posted in: Artist Tavern
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    posted a message on Player colors on custom models

    @Zolden: Go Big THX for your help :)

    HQs

    Posted in: Artist Tavern
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    posted a message on Player colors on custom models

    @Zolden: Go

    The owner isn't 0.

    I have exported all sc2 textures and moved them to the 3ds max maps folder, applied some of them to the model and exported the model. That's all I did but apparently it works for the diffuse textures so why shouldn't it work for the white32.dds too?

    Posted in: Artist Tavern
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    posted a message on Player colors on custom models

    @Zolden: Go

    Ok I did everything according to what you said. The basic texture of the body part works (I turned the compmap off but it is displayed ingame as you said). The rings do actually glow, but they are grey. No player colors there. Do you possibly have an idea on what I've done wrong?

    Rings

    I use a 32x32 white dds with black alpha channel as a diffusemap with team colors enabled (well I didn't paint over it since when I created the alpha channel the black has automatically been created). I use a 32x32 white dds with no alpha channel (white32.dds SC2 standard file) as an emismap. Both applied to the rings.

    Posted in: Artist Tavern
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    posted a message on Player colors on custom models

    Here's what I intend to do:

    Model

    Basically I want the outer rings of this sensor tower to be 1. emissive (glowing) and 2. colored in the player color. The rest of the structure should have a normal material on it.

    Maps

    So I'm totally confused on how to do that. I have created a Starcraft 2 material but now I'm messing up with the different maps. Do I need one material for both the rings and the body part or do I need two different materials? Do I only need to check the team color option @ diffusive maps and not @ emissive / specular? What is compmap about? As far as I know the diffusive map is the basic texture so why isn't the texture displayed when I use a diffusive map but not a compmap?

    Help appreciated :)

    Posted in: Artist Tavern
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    posted a message on Player colors on custom models

    @Zolden: Go

    Thx, but how can I add black alpha layer areas?

    Posted in: Artist Tavern
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