Just unpack the mpq files of the game and look for folder "portraits". There you can find .m3 file for every single unit.
It's usually called "portrait - (unit name).m3".
Ok you're right :) took down the emissive part a bit and made it darker. Too dark looks just like a black goo and it's rather not interesting.
Thanks :)
@TheAlmaity: Go
If I emit more particles, the base turns into huge mess. Tried that before. But yeah, everyone will be able to download it once it's done :)
Greetings!
So I got this idea to create a few elementals. Namely shadow/void, fire, water and earth elemental, maybe wind would be fun too :)
Here's the first one's WIP. Still need to animate other sequences here and there but overall I'm happy with how it's turning out so far.
Portraits will be included of course because they are fun! (and sounds ;) )
Of course I will release packs when each unit is ready.
Here are some images of dramatic poses ;)
And a YouTube with some animations and particles:
I have to say that particles and ArtTools are soooo awesome! :)
First of, please, switch to max2011 as 2013 is not supported by the script.
Set your textures paths in max to get rid of "all red" issue or apply the textures manually.
Did you animate the color in layer properties? If so then remove the color animation. There seems to be a bug there.
Additionally you should really switch to max2011 as this was the development version.
Oh :) In that case right click the viewport shading mode (upper left corner of current viewport) -> lightning and shadows -> illuminate with default lights.
Yeah, I hope that the art tools have the functionality of a normal way of rendering the alpha channel, I really do. From what I've seen in game the functionality is there. Oh well, time will tell :)
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@TheTorrasque: Go
Blackhand? That puppet is not worth a spit ;)
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Just unpack the mpq files of the game and look for folder "portraits". There you can find .m3 file for every single unit.
It's usually called "portrait - (unit name).m3".
0
Ok you're right :) took down the emissive part a bit and made it darker. Too dark looks just like a black goo and it's rather not interesting.
Thanks :)
@TheAlmaity: Go If I emit more particles, the base turns into huge mess. Tried that before. But yeah, everyone will be able to download it once it's done :)
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Greetings! So I got this idea to create a few elementals. Namely shadow/void, fire, water and earth elemental, maybe wind would be fun too :) Here's the first one's WIP. Still need to animate other sequences here and there but overall I'm happy with how it's turning out so far. Portraits will be included of course because they are fun! (and sounds ;) )
Of course I will release packs when each unit is ready.
Here are some images of dramatic poses ;)
And a YouTube with some animations and particles:
I have to say that particles and ArtTools are soooo awesome! :)
Feedback, opinions and such much appreciated!
<3
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@LordOfQc: Go
First of, please, switch to max2011 as 2013 is not supported by the script.
Set your textures paths in max to get rid of "all red" issue or apply the textures manually.
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@BlackOverseer: Go
Did it work?
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@BlackOverseer: Go
Yes, this code :)
Did you animate the color in layer properties? If so then remove the color animation. There seems to be a bug there.
Additionally you should really switch to max2011 as this was the development version.
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@BlackOverseer: Go
What max version? Which line of the code is it highlighting during the error report?
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@Kalthramis: Go
To which line of code is the error referring?
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@Kalthramis: Go
Oh :) In that case right click the viewport shading mode (upper left corner of current viewport) -> lightning and shadows -> illuminate with default lights.
That should get rid of the "blackness" :)
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@Kalthramis: Go
If the models are moving then the bones are there. They are just hidden.
In the layer manager click the lighbulb icon to reveal hidden layer, in this case "2. Bones".
As for the textures, I really can't help you since this is something you should handle. Make sure you've unpacked all the textures :/
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@Delphinium1987: Go
This A and B sounds familiar ;)
I know you can connect those two. I was referring to "tail" or "pinned" instance type.
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@Delphinium1987: Go
Isn't that very power consuming? Seems like there is a lot of particles there :) Couldn't every trail be replaced by one particle?
@Eimtr: Go
Yeah, just those who signed in on the Blizzard forums. Lucky cocksuckers huh?
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@Eimtr: Go
Yeah, I hope that the art tools have the functionality of a normal way of rendering the alpha channel, I really do. From what I've seen in game the functionality is there. Oh well, time will tell :)
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@Zolden: Go
Joke ;)