Looking for help in this area as well - I don't see an option to edit the model-path directly, and using a dummy model (wall_ instead of wall_1 or wall_2) doesn't work either.
I've been doing my testing in single player by controlling the other slots (ally setting > full control, or something like that). It's definitely not optimal and your scripts have to be made to work in this fashion.
Bookmarked - quick question I wouldn't mind answered on the new data editor.
Will we still have to work with the separated data (unit, actor, model tabs for instance) or will there be a more streamlined UI? This has been a huge irk for many mappers.
Oh geeze, if you're right I really want to know what blizzard was smoking when they did it. With the beta ending (and having no intention to buy a cd-key) I might just see if it is possible to exploit this.
Hell, even a simple mouse-click macro could do this..
Isn't the popularity system asking for exploitation? An automated (and it will happen if popularity continues) hoster that drops out after starting the game could easily add it to the top list, especially with multiple friends.
I am a major idiot, see first post for self-answer. In short I was using the normal-map material when I should have used height map.
EDIT: Still an idiot, while I fixed the shading/shadowing problem I'm still tinkering with the normal/heights to get visual effects ingame.
"Wall_0 is not closed - the sides (even though they "attach" evenly to other walls) do not have faces on them. Wall_1 is closed - but has the same problem. These walls don't tile correctly (I'll look into that later) Floor_0 is a simple plane - which works well but still has a weird shading problem at times"
Wall_1 is the set on the right.
I am almost positive it's related to unit rotation, marking the error down on either my part or the 3dmax exporter.
In what way? Mostly with working with teammates? Working together to get victory?
I'm hoping (but have never seen or tried this myself) that quick-commands such as "HELP" "Hold Back" "Back to base" encourage the use of teamwork in fights rather than relaying on cues.
Character rotation isn't so much to make teamwork easier, but to let people try new classes out.
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http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
And it's certainly possible, but making a proper drag-racing will require a lot of math and physics.
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@Gurrgel: Go
Looking for help in this area as well - I don't see an option to edit the model-path directly, and using a dummy model (wall_ instead of wall_1 or wall_2) doesn't work either.
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I've been doing my testing in single player by controlling the other slots (ally setting > full control, or something like that). It's definitely not optimal and your scripts have to be made to work in this fashion.
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@RileyStarcraft: Go
Replace Minimap.tga - give the minimap ingame a new image. I'm not sure how to describe it.
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@Windexglow: Go
Bump..
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How do we replace the minimap? I can't find the option how to.
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Bookmarked - quick question I wouldn't mind answered on the new data editor.
Will we still have to work with the separated data (unit, actor, model tabs for instance) or will there be a more streamlined UI? This has been a huge irk for many mappers.
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To convert a blue normal map to an orange one...
Take your blue normal map. Invert it. Go to red channel. Copy and paste red channel into your alpha layer. Go to red layer and fill in with black.
You have a orange normal map now. Remember to save with alpha layer.
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@xenrathe: Go
Oh geeze, if you're right I really want to know what blizzard was smoking when they did it. With the beta ending (and having no intention to buy a cd-key) I might just see if it is possible to exploit this.
Hell, even a simple mouse-click macro could do this..
0
Isn't the popularity system asking for exploitation? An automated (and it will happen if popularity continues) hoster that drops out after starting the game could easily add it to the top list, especially with multiple friends.
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@Skizot: Go
I am a major idiot, see first post for self-answer. In short I was using the normal-map material when I should have used height map. EDIT: Still an idiot, while I fixed the shading/shadowing problem I'm still tinkering with the normal/heights to get visual effects ingame.
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"Wall_0 is not closed - the sides (even though they "attach" evenly to other walls) do not have faces on them. Wall_1 is closed - but has the same problem. These walls don't tile correctly (I'll look into that later) Floor_0 is a simple plane - which works well but still has a weird shading problem at times"
Wall_1 is the set on the right.
I am almost positive it's related to unit rotation, marking the error down on either my part or the 3dmax exporter.
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@RobbleRobbles: Go
In what way? Mostly with working with teammates? Working together to get victory?
I'm hoping (but have never seen or tried this myself) that quick-commands such as "HELP" "Hold Back" "Back to base" encourage the use of teamwork in fights rather than relaying on cues. Character rotation isn't so much to make teamwork easier, but to let people try new classes out.
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@Windexglow: Go
Bump, would be nice to see some opinions.
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@Windexglow: Go
Bump