I'm currently running 3dsmax 2012 and the latest M3 exporter/importer/sequencer. My problem is that when I try to export my Marine with edited animations I get an Error message :
" Export Failed : Unknown System Exception ".
When I try to export without animations it works perfectly, has anyone had this problem and solved it?
Yeah, Im aware of the lagg issue. It's just that it would be the easiest to do with my current knowledge, and I really need to get started ^^
I'm trying to pan the camera to a point with polar offset ( Paning laggs and sucks, but I can't think of anything else. ) , I just can't for the life of me seem to get the cameras current position/point.
( I'm sure it will all fall into place, and I'll slap myself silly for being so stupid once Rapidshare stops giving me a hard time! ) *raises fist*
EDIT: The map was awesome, exactly what I was looking for. Just have to tweak and see how it holds up in multiplayer. Full cred ofc If I use it in my map. =) THANKS
I think I'll start off with doing what Feithless said just so see if it feels good with the WASD movement to begin with ^^. If it does I'll go with the invisible unit and have the camera following him, moving him by WASD. Since it's something I'm familiar with, hehe.
I'll update this post if I come up with some z0mgawez0meLaz0rzz solution.
I can't quite figure out how to move the camera through triggers.
I basically want to move the CAMERA with WASD instead of the arrow keys. Either through a " When W=Pressed. Move to X,Y offset by current position " or if it's possible to just re-bind W = Up Arrow. Does anyone have any other ideas/solutions? Since Im just brainstorming atm ^^
In my opinion denying is bad. Just as Kueken531 said, it shifts the gameplay from PvP to PvE and outlasting becomes more important.
Denying adds a unnessessary complexity. It requires balance though since you need enough complexity to keep it interresting but not too much as it will be too hard to get people into it. And the laning phase is where you try to get a headstart, it's not supposed to be the focus of the game.
I dont think denying was thought of as a feature in DotA, but more like a side-effect from using the engine. ( Same goes for the auto-hit scan radius. )
Denying is in my opinion bad for a gamemode that revolves around PvP.
And the main reason why I think it's bad is because it's not fun.
Is there a way to, through actors events, attach actors and make the attached model scan the animations of the other so that they sync together?
If it was possible I could, take the marine, separate the gun and the marine but let them both have the same animations.
Because my problem now is that I try attaching the Gun on the marine in a " Actor Creation " Even, but since both actors have a random stand animation for example, they will float away from eachother.
Same goes for the Walk animation.
There's probably a better way to just attach the gun with the gun-bone on the marine without what I mentioned above, but I dont know how.
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I heard 1.6b was supposed to be the bee's knees. But where to get that version is beyond me. =/
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@sigmapl : I dunno if the difference is that big - since I don't have access to any other version than 2012 :S
@patrickwobben : What 3dsmax and what Exporter version are you using?
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Hey!
I'm currently running 3dsmax 2012 and the latest M3 exporter/importer/sequencer. My problem is that when I try to export my Marine with edited animations I get an Error message :
" Export Failed : Unknown System Exception ".
When I try to export without animations it works perfectly, has anyone had this problem and solved it?
Thanks in Advance
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• New trigger event: Mouse Moved, sent in response to the mouse being moved in the game world.
Mouse Tracking atlast?
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ITS OVER NINE THOUSAND!!!!
This is by far the coolest and funniest thing I've ever seen in Starcaft 2 xD
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Since I loved my necro so much so maybe a Witch Doctor. I mean, rain of frogs? Who wouldn't like that?!
But then again, digging into zombies and demons with my feet doesn't sound too bad either ( Barbarian, rawr! ).
I think Blizzard really succeeded with their character design this time around, really hard to choose.
I'm probably through the game with each class, since the playstyles seem so different.
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@ZealNaga:
Thanks for the answer, once again.
Yeah, Im aware of the lagg issue. It's just that it would be the easiest to do with my current knowledge, and I really need to get started ^^
I'm trying to pan the camera to a point with polar offset ( Paning laggs and sucks, but I can't think of anything else. ) , I just can't for the life of me seem to get the cameras current position/point.
( I'm sure it will all fall into place, and I'll slap myself silly for being so stupid once Rapidshare stops giving me a hard time! ) *raises fist*
EDIT: The map was awesome, exactly what I was looking for. Just have to tweak and see how it holds up in multiplayer. Full cred ofc If I use it in my map. =) THANKS
0
Thanks guys!
I think I'll start off with doing what Feithless said just so see if it feels good with the WASD movement to begin with ^^. If it does I'll go with the invisible unit and have the camera following him, moving him by WASD. Since it's something I'm familiar with, hehe.
I'll update this post if I come up with some z0mgawez0meLaz0rzz solution.
Thanks, again ^^
0
I can't quite figure out how to move the camera through triggers.
I basically want to move the CAMERA with WASD instead of the arrow keys. Either through a " When W=Pressed. Move to X,Y offset by current position " or if it's possible to just re-bind W = Up Arrow. Does anyone have any other ideas/solutions? Since Im just brainstorming atm ^^
Thanks in Advance.
0
In my opinion denying is bad. Just as Kueken531 said, it shifts the gameplay from PvP to PvE and outlasting becomes more important.
Denying adds a unnessessary complexity. It requires balance though since you need enough complexity to keep it interresting but not too much as it will be too hard to get people into it. And the laning phase is where you try to get a headstart, it's not supposed to be the focus of the game.
I dont think denying was thought of as a feature in DotA, but more like a side-effect from using the engine. ( Same goes for the auto-hit scan radius. )
Denying is in my opinion bad for a gamemode that revolves around PvP.
And the main reason why I think it's bad is because it's not fun.
0
Mreaper, I believe thats done with an Action Actor, no?
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Heya!
Is there a way to, through actors events, attach actors and make the attached model scan the animations of the other so that they sync together?
If it was possible I could, take the marine, separate the gun and the marine but let them both have the same animations.
Because my problem now is that I try attaching the Gun on the marine in a " Actor Creation " Even, but since both actors have a random stand animation for example, they will float away from eachother.
Same goes for the Walk animation.
There's probably a better way to just attach the gun with the gun-bone on the marine without what I mentioned above, but I dont know how.
Thanks in Advance!
Toodles!
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Most textures doesnt apply in themselves in 3dsmax, and most animations are off.
Those which textures doesnt work in 3dsmax doesnt get any specular map in the editor, making them siluettes. =(
I got 3 models to work with textures in 3dsmax. Then I manually made the animations using the M3 - Sequencer.
The first and foremost issue I have is that the models I got working aint what I need. ><
And secondly the models turn blue/purple in-game even though they work in the editor.
Uploading a map with 2 models in a moment.
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There's probably nothing wrong with the script, only my ability to Import Models ^^
I Imported the Textures first after making them 32-bit with the Assets/Textures path. Then I imported the model.
Now I can preview it and see it in the editor. But the textures doesnt render in-game.
Again, my ability to blame, any ideas? ^^
Ive restarted the editor etc etc.
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Does anyone have any tips on importing Custom Models into SC2?
Im importing the Model and Textures linked to the model, but the model still uses the default Purple-ish texture. =(