I don't think so. It's possible but I haven't noticed much longer loading times with mine. Longer download the first time, but that's about all I've noticed.
Mine can rarely find the .tga files originally associated with the model. When it does I just override the .tga with a .dds version with team colors.
The grey spheres start as the Standard 3DS texture. Once you switch it to a SC2 texture as shown in the guide it should turn into a white sphere. I'm not sure why some other ones start red but it's just the team color preview. All of the spheres should work as long as you change them to SC2 Bitmaps.
I opened your .max file and didn't immediately find anything wrong. Since I don't have the textures you used for your model I attached my own. I exported it from 3DS and imported it into SC2 and everything was there as it should be. So I'm not exactly sure what to say. It could be the way you applied the textures to the model and the wavefront objects. It could also be the way you imported them into SC2. If it's neither of those then it could be the .m3 export script.
I attached the SC2 map and .max file that I based off of your .max file.
Like he said, get the free student version of 3DS Max 2011 if you can. It's what I use. This will also allow you to use blizzards StarTools when it comes out. I don't think anything newer will work with it. If you can't get the student version then pirating it is your only option really unless you want to drop thousands.
@Delphinium1987: Go It looks interesting. I believe the third one is the "walking" animation, right? If so I suggest making it a little less "shaky" by the end of the cycle, that thing is huge I don't believe it would shake that much, or maybe make it a slower cycle.
Good luck with the poly count issue, I think Zolden will help you through that, but maybe Leruster and PrintIn could help you too.
You can turn down the walk animation speed in the unit actor tab.
The name of your animation is "Ready", not "Stand Ready". It won't work until you rename it. Make sure when you're in the model export options that you rename it to that. Also make sure to hit apply. You can also rename it in 3DS Max if you have it.
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@Vicboy: Go
I don't think so. It's possible but I haven't noticed much longer loading times with mine. Longer download the first time, but that's about all I've noticed.
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@lemmy734: Go
Mine can rarely find the .tga files originally associated with the model. When it does I just override the .tga with a .dds version with team colors.
The grey spheres start as the Standard 3DS texture. Once you switch it to a SC2 texture as shown in the guide it should turn into a white sphere. I'm not sure why some other ones start red but it's just the team color preview. All of the spheres should work as long as you change them to SC2 Bitmaps.
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@lemmy734: Go
I opened your .max file and didn't immediately find anything wrong. Since I don't have the textures you used for your model I attached my own. I exported it from 3DS and imported it into SC2 and everything was there as it should be. So I'm not exactly sure what to say. It could be the way you applied the textures to the model and the wavefront objects. It could also be the way you imported them into SC2. If it's neither of those then it could be the .m3 export script.
I attached the SC2 map and .max file that I based off of your .max file.
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@lemmy734: Go
Like he said, get the free student version of 3DS Max 2011 if you can. It's what I use. This will also allow you to use blizzards StarTools when it comes out. I don't think anything newer will work with it. If you can't get the student version then pirating it is your only option really unless you want to drop thousands.
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You can turn down the walk animation speed in the unit actor tab.
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When will I get to see the Elijah Goldberg?
Jokes aside I like the model.
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@Sanguinax: Go
The name of the animation must be Stand Ready. This is what your export window should look
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@Sanguinax: Go
The name of your animation is "Ready", not "Stand Ready". It won't work until you rename it. Make sure when you're in the model export options that you rename it to that. Also make sure to hit apply. You can also rename it in 3DS Max if you have it.
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@Roar_Man: Go
Go to the channels tab, hit the "create new channel" button.
Select the alpha channel and color in the area you want team color on.
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@Wampsie: Go
Create a Unit Variable with an Array Index of 4.
In your trigger that creates hero adds this after it creates units for each player.
Depending on how you create heroes you can do it multiple ways. If you create all at once then you can do this.
Set Variable - Hero Variable[picked player] = last created unit.
If you do it individually you can do it this way.
Set Variable - Hero Variable[0] = last created unit.
Set Variable - Hero Variable[1] = last created unit.
Set Variable - Hero Variable[2] = last created unit.
Set Variable - Hero Variable[3] = last created unit.
Then to check if a team is dead just check if 0 and 1 are dead, or if 2 and 3 are dead.
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@Terminator8: Go
What are you exporting it from WMV as?
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@Terminator8: Go
Generally an animation issue.
Although mine has been almost exclusive with non-character models.
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@Bilxor: Go
This is what I use.
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@Tony1999: Go
No set date. I've been really busy lately so I haven't been able to much time into the map recently. I'll be back on it "soon" though.
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Ending took my breath away like I had just been kicked in the nuts repeatedly. Two days later and it's still pissing me off.