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    posted a message on [Diablo III] Taylor Mouses Import scripts
    Quote from Zolden: Go

    I expect to see specular mask there since no team colors needed in diablo.

    There is a dyeing system in D3 that lets you change the colors of your armor. I assume it uses the alpha channel to do it.

    Posted in: Artist Tavern
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    posted a message on [Diablo III] Taylor Mouses Import scripts
    Quote from Zolden: Go

    Gimme a model and its texture and I'll try to create normal and specular maps. Sometimes it's pretty easy. Also, what's in alpha channel of d3 textures?

    Likely used to do dying like SC2's team colors.

    Posted in: Artist Tavern
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    posted a message on [Model/Map Showcase] Daara's WoW Models

    I'll check it out when I get time.

    I had an issue with one my female human when I started doing more hair styles. For some reason it just decided that it no longer wanted to allow certain meshes to be shown or hidden.

    Posted in: Artist Tavern
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    posted a message on [Diablo III] Taylor Mouses Import scripts

    @DrSuperEvil: Go

    Got the importer to work. Got what looks like all the bones, helpers, and mesh.

    You have the animations part in the works?

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    @TaylorMouse: Go

    Did you do your own particles?

    Posted in: Artist Tavern
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    posted a message on WoW model viewer m3 export crash
    Quote from tomi200: Go

    only the 7.0.6 is crashing try the 70.5 klient it works for me good

    What he said. 7.0.6 crashes 100% of the time on .m3 export.

    New guy working on WMV.

    Posted in: Artist Tavern
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    posted a message on [Model/Map Showcase] Daara's WoW Models

    @zaysite: Go

    At first I couldn't get it to even let me preview it in the editor. I went down the list and found that there was something wrong with your Hide Hair 1.dds. After changing that everything seems to work for me. I was able to preview it and commit to a mod. Let me know if it's still not working after checking out that texture.

    I switched your Hide Hair 1.dds, to my version of it.

    Other than that I saw nothing else wrong with the file.

    Posted in: Artist Tavern
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    posted a message on Pandaren models =)

    I've been doing the WoW model conversions that allow near full Wow customization within sc2. Panderans are on my to do list. They will be more complicated than just a simple model as you will need to attach weapons shoulders and helmets in game though. Although you can have 100s of combos with texture swaps too.

    Posted in: Art Assets
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    posted a message on [Tutorial] WoW models into SC2 with team colors.

    @IronPelvis: Go

    I only see one attachment point in your screen shot. The rest might not have exported with it, so you may have to do that again. You can always try just linking it to the bones instead.

    Posted in: Tutorials
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    posted a message on Modelling event

    @zaysite: Go

    It can be done quite easily. The annoying part is creating the footprint in SC2 so they don't walk through the wall. I couldn't get it to work with this model for some reason so I gave up on it.

    Posted in: Artist Tavern
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    posted a message on WOW RTS: Allianc and Horde 1.0 Online

    @unclesatan: Go

    Congrats on getting exposure on your mod. I guess from now on I'm posting stuff on teamliquid...shit, 120k views almost already?

    Filesize is a huge issue with your mod though. I would seriously suggest finding ways to reduce the size. Converting sounds to .ogg and using .dds textures rather than .tga.

    Add team colors to models by editing textures. The team glow is painful on non-heroes. I even have a guide on how to do it.

    Structure team colors are quite bright. Tone down the specularity and download my roof textures.

    Wireframes could be improved. Middle row that is white are an example of what can be done.

    Overall, I like the idea and get all of the hard work you've put into this. There's still quite a lot you can do. However, my biggest attraction were the spells you have. The models to me feel like they were just hastily thrown together.

    Posted in: General Chat
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    posted a message on [showcase] sidescroller video

    @sandround: Go

    Pretty cool, might want to do this with WoW models if I can figure it out.

    Posted in: Artist Tavern
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    posted a message on splitbody animation problem

    @sandround: Go

    I would suggest using the actors tab in the data editor to play animations, not triggers.

    Posted in: Artist Tavern
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    posted a message on [Model/Map Showcase] Daara's WoW Models

    @zaysite: Go

    The texture is correct but you only need one material for each mesh. You dont need a show and hide in 3ds max, just a show OR hide. You swap the texture in starcraft.

    Posted in: Artist Tavern
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    posted a message on [Tutorial] WoW models into SC2 with team colors.

    @LastRavager: Go

    I can't view the model right now but the Stand Ready animation should be working. Unless I made a spelling mistake. I didn't put a stormstrike animation on the model either, you might be mistaking it for the deathstrike one.

    Ready is group applied/removed whenever any weapon starts/stops attacking. This is already on most actors I've seen, if it is not, it will NEVER use the ready animation. It looks like this.

    Turn On

    Abil.attack.ReadyStart

    AnimGroupApply Ready

    Turn Off

    Abil.attack.ReadyStop

    AnimationGroupRemove Ready Instant

    Posted in: Tutorials
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