Ill post a little video of the final product when its done. You mentioned SC2 can support animating uv offsets. It never works for me. What modifer do you use to offset the uvw's?
Thanks for the reply, much appreciated. I just needed someone to confirm what I was thinking :). Ill use a .ogg to animate the texture.
Edit: I discovered that final cut pro can render animations to a targa series, and that the SC2 flip book utility will compile them into one image for me. I was able to make a flip book .tga without using particle effects. This gave me exactly the effect I was looking for.
I have a model that I want to run a shader up the length of. Particles and ribbons do not give me the desired effect so I used a uvw xform modifier to move the U offset a little every 15 frames. The art of UVW animations is used in most games including WoW but I cant get it to work for SC2. It looks fine in 3ds max but when I export or preview, the texture isnt animating. Im going to assume that sc2 does not support uvw offsets but I wanted to ask before I moved on. I would perfer to not have to go through the tedious task of making a flipbook :). Ive noticed that the modifier allows for static changes, I find it odd that it wont animate. If anyone has any info on this or what I could possibly be doing wrong I would appreciate the help.
For some reason the index of an ability is not as it is listed under the unit abilities array. Does anyone know how to set or tell what the proper index of an ability is.
I'm looking for a way to have units follow my main unit with a specific offset. (using polar offset for example) The problem is that if u "order targeting unit" you can not set any specific offsets for how the unit follows, it just hugs the ass of the unit it was ordered to follow. If you order targeting a point you can set an offset, which is great, but the units need to be ordered to follow the unit constantly as they will not follow indefinitely. The problem this causes besides the obvious lag it would cause, is that you can not issue orders to those units without having those orders immediately overwritten by the periodic event telling those units to follow their point.
Does anyone know of a way to issue an order to a unit to "order targeting unit" and set an offset to which that unit will follow.
I have a third person shooter camera with controls very similar to WoW where u can look around by holding down the mouse. I was wondering if there is a way to prevent the camera from say moving past a certain boundary. If I have Trees or cliffs lining my road and the user rotates the camera around it passes right into the trees or cliffs or any object in its way really. Since Camera bounds and playable areas can not be irregular shapes, that doesnt really help me. In wow when you move the camera close to the ground or to a cliff or infront of an object, it zooms in. That is the effect that im going for, although ill take it simply not being able to not pass through objects or say a "region".
If you go into the data editor and then your default camera you will notice right at the top 2 fields. Camera border size X and Y. Change them from 4 to 0
Ok so I just solved this problem by going into my camera settings and setting the min pitch to be "1". However this has created a new problem. If u go to change your pitch rapidly towards the pitch min limit, it causes the camera to reset to the max pitch limit. Ive tried adjusting the scroll speed but that doesnt seem to be working.
Edit: If I can find a way to set the camera distance to decrease for any pitch above 180 to 270, we could have a working camera much like WoW.
I have this exact problem. I deleted the trigger but even after I restarted I still have duplicate actions for everthing listed and the auto reveal action has vanished.
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Ill post a little video of the final product when its done. You mentioned SC2 can support animating uv offsets. It never works for me. What modifer do you use to offset the uvw's?
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Thanks for the reply, much appreciated. I just needed someone to confirm what I was thinking :). Ill use a .ogg to animate the texture.
Edit: I discovered that final cut pro can render animations to a targa series, and that the SC2 flip book utility will compile them into one image for me. I was able to make a flip book .tga without using particle effects. This gave me exactly the effect I was looking for.
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I have a model that I want to run a shader up the length of. Particles and ribbons do not give me the desired effect so I used a uvw xform modifier to move the U offset a little every 15 frames. The art of UVW animations is used in most games including WoW but I cant get it to work for SC2. It looks fine in 3ds max but when I export or preview, the texture isnt animating. Im going to assume that sc2 does not support uvw offsets but I wanted to ask before I moved on. I would perfer to not have to go through the tedious task of making a flipbook :). Ive noticed that the modifier allows for static changes, I find it odd that it wont animate. If anyone has any info on this or what I could possibly be doing wrong I would appreciate the help.
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I have a third person shooter camera with controls very similar to WoW where u can look around by holding down the mouse. I was wondering if there is a way to prevent the camera from say moving past a certain boundary. If I have Trees or cliffs lining my road and the user rotates the camera around it passes right into the trees or cliffs or any object in its way really. Since Camera bounds and playable areas can not be irregular shapes, that doesnt really help me. In wow when you move the camera close to the ground or to a cliff or infront of an object, it zooms in. That is the effect that im going for, although ill take it simply not being able to not pass through objects or say a "region".
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@dgh64: Go
If you go into the data editor and then your default camera you will notice right at the top 2 fields. Camera border size X and Y. Change them from 4 to 0
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@SouLCarveRR: Go
Ok so I just solved this problem by going into my camera settings and setting the min pitch to be "1". However this has created a new problem. If u go to change your pitch rapidly towards the pitch min limit, it causes the camera to reset to the max pitch limit. Ive tried adjusting the scroll speed but that doesnt seem to be working.
Edit: If I can find a way to set the camera distance to decrease for any pitch above 180 to 270, we could have a working camera much like WoW.
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Also looking for this
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I would also like to know
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I have this exact problem. I deleted the trigger but even after I restarted I still have duplicate actions for everthing listed and the auto reveal action has vanished.