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    posted a message on Issue with Chained Behaviors

    @DrSuperEvil: Go

    Unit Filter for dead doesn't pick up the unit when it dies. But behavior count did.

    The "Other+" unit seems to be a compair reference field.

    In my example its referencing the last caster of that particular effect. Ie "source".

    Then the apply buff effect references the initial caster of the effect (outer and caster outer). That effect is used over and over again and my tests show "outer" returns the initial unit.

    Another desription of "other" would be "in relation to this"

    So like: "Validate <Field> on 'Target Unit' in relation to 'Other Unit'".

    This seems to be usefull in my paricular situation. There can be 20+ stacked buffs. But, unless you want to use 20 seperate behaviors, is seems that the game cannot tell which of the "stacks" you are refering to. "Other: Effect - Caster" along with "Target: Effect - Outer" tells the behavior validator that its validating the behavior with that "stack index" (for lack of a better term) on that unit that was the last "caster" of that particular effect. This seems to help the game identify which particular "effect chain" the validator is refering to. Then I just had it return the "outer" unit (aka original caster) that caste that effect on the now identified effect chain.

    Edit: Right now I'm just trying to figure out how to validate that the outer unit and the source unit are within a distance of 10 from each other.

    Posted in: Data
  • 0

    posted a message on Issue with Chained Behaviors

    Well I found out how to aquire the unit that started the effect chain..

    And I have new shit for the wiki now:

    Here is my example: Farms put a buff on roads.

    So what I did is created a validator that checked for the farm.

    Here is the tricky part.

    I set the following values:

    Other Unit +: Persistant chain effect : Source (this picks up the most recent caster of this effect down this particular chain. Mutliple chains exist in the road network).

    Unit +: My apply buff effect : Outer (This picks up the first caster in the effect chain of that effect. This returns the farm in my case).

    And thn Value: Farm

    I think I'm pretty close because I set the uni to firebat instead of farm and it returned false (ie removed the behavior) but works for farm and there is only 1 farm involved and that is the one that starts the effect chain.

    Right now I'm trying to find the particular validator that will return whether the farm is alive or dead.

    Posted in: Data
  • 0

    posted a message on Issue with Chained Behaviors

    Well now I've got a new problems.

    I tried an active system and I had a friend of mine and i tried tested it out and turns out we need a passive system.

    Got that working, was pretty much the same stuff. But I need to be able to detect whether the "farm" or the unit that starts the very beginning of the chain is still alive. If its not then I need to it clear the behavior from all of the "road segments".

    Any ideas?

    Posted in: Data
  • 0

    posted a message on Issue with Chained Behaviors

    Nvm, Figured it out.

    And I have something to add to the sc2mapster wiki:

    The other+ field for validators is the unit the effect or behavior or ability is referenced from.

    Ie in some cases when you compair a field for a target unit you need to link the source unit the action is coming from.

    Posted in: Data
  • 0

    posted a message on Issue with Chained Behaviors

    @DrSuperEvil: Go

    Ok, I played around with the presistant since I saw the project (my searches before never turned it up), this was posted yesterday (my TZ).

    Thanks for taking a look at it!

    Posted in: Data
  • 0

    posted a message on Issue with Chained Behaviors
    Quote from DrSuperEvil: Go

    If you have to give pages of data at least use the editor standards found in the wiki forum.

    So you won't look at it?

    I'm not gonna bother formatting something the person won't even take a look at.

    Posted in: Data
  • 0

    posted a message on Issue with Chained Behaviors

    Hello all,

    I've got a bit of an issue here and I'm at the end of my rope. Near as I can figure I've made it correctly but it just isn't working.

    Background: This is a map like WarCraft 3's Genesis of Empires, only a little bit more appealing to the masses. It however is going to retain the Genesis of Empires Road Mechanics that made the map special to a lot of players.

    Here is some screen shots to show whats going on: http://photobucket.com/FockeWulfIssues

    Here's the general idea. Tax income (gas) is dictated by "population" on a certain capturable building. However you can build other structures that will affect the population growth, max population and in some cases a tax multiplier. Minerals are trees (that all works fine, including harvesting. I've been working with the guy making the 3dmax tools and he tells me both my issues with these models will be solved in the next tool update). I've managed to come up with a new amphibious system that plays like WarCraft 3's did (no more of that "bump" players experienced going from land to water in WW2 Diplo).

    In genesis of empires you could do a mix of building these affecting structures right next to the house (in my case a capturable town - no house building) for it to grow in population. Or you could connect it by road. What road let you do is not only share the bonuses more evenly around the houses but also stack a far higher count of buildings that gave bonuses onto the same house. Basically a quasi base-building/diplomacy game.

    And just an FYI the WarCraft 3 models, once I get the bugs ironed out that I'm told will be fixed in the next 3dmax .m3 export tools (see one of my controbutions to both site and community here: http://www.sc2mapster.com/forums/development/artist-tavern/39949-how-to-prevent-imported-models-not-being-selectable/#p5) I'm going to put all of the models up on one of the community sites (see here http://www.hiveworkshop.com/forums/sc2-resources-675/warcraft-3-mortar-team-215657/?prev=r%3D20).

    So anyways here are the mechanics copy n pastes:

    Field	Farm - FarmBonusSearchRoad
    Behavior: Acquire Player +	(None):Unknown
    Behavior: Alignment	Neutral
    Behavior: Behavior Flags +	
    Behavior: Buff Flags +	Countdown, Remove Exhausted Damage Response
    Behavior: Categories +	
    Behavior: Modification +	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):0:(0.0000|0.0000):0:32:0:0:0:1:160:0:0:1:0:0:1:0:1:1:1:0:0:0:(0|0|0|0):(0|0|0|0):(0|0|0|0):(524287.9997|524287.9997|524287.9997|524287.9997):(0|0|0|0):(0|0|0|0|0|0|0|0|0|0):(0|0|0|0|0|0|0|0|0|0):(0|0|0|0|0|0|0|0|0|0):1:1:0:1:(0|0|0|0):(0|0|0|0):(0.0000|0.0000|0.0000|0.0000):(0|0|0|0):(0|0|1):(0|0|0):(0|0|0):((0|0|0|0)|(0|0|0|0)|(0|0|0|0)):((0|0|0|0)|(0|0|0|0)|(0|0|0|0)):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|D
    Behavior: Name	Farm - FarmBonusSearchRoad
    Behavior: Player +	(None):Unknown
    Behavior: Replacement	Shortest Duration
    Behavior: Replacement Location +	(None):Caster Unit
    Behavior: Requirements	None
    Behavior: Validators (Disable) +	
    Behavior: Validators (Remove) +	
    Combat: Damage Response +	0:(0|0|0|0):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(0|0|0):(0|0|0):0:0:0:Disabled:Behavior/FarmFarmBonusSearchRoad:Behavior:0.0000:0.0000:Behavior/FarmFarmBonusSearchRoad:Behavior:0.0000:0.0000:524287.9997:-524288:(None):Disabled:(None):(0|0|0):(Enabled|Enabled|Enabled|Enabled):Defender:524287.9997:-524288:0:1:0:Disabled
    Cost: Cost +	(0|0|0|0):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(0|0|0):(0|0|0):0:0:0:Disabled:Behavior/FarmFarmBonusSearchRoad:Behavior:0.0000:0.0000:Behavior/FarmFarmBonusSearchRoad:Behavior:0.0000:0.0000
    Editor: Editor Categories	AbilityorEffectType:Units
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Effect	(None)
    Effect: Effect - Final	(None)
    Effect: Effect - Initial	(None)
    Effect: Effect - Periodic	Farm - SearchForRoad
    Effect: Expire Effect	(None)
    Effect: Refresh Effect	(None)
    Stats: Duration	0.0000
    Stats: Duration Bonus Maximum	-1.0000
    Stats: Duration Bonus Minimum	-1.0000
    Stats: Duration Random Maximum	0.0000
    Stats: Duration Random Minimum	0.0000
    Stats: Duration Shield	0.0000
    Stats: Duration Vital Bonuses +	(0.0000|0.0000|0.0000)
    Stats: Duration Vital Max Bonuses +	(0.0000|0.0000|0.0000)
    Stats: Flags	
    Stats: Kill Credit +	(None):Unknown
    Stats: Maximum Stack Count	1
    Stats: Maximum Stack Count Per Caster	0
    Stats: Period	5.0000
    Stats: Period Count	-1
    Stats: Tech Alias +	
    Stats: Time Scale Source +	(None):Target
    UI: Display Countdown +	
    UI: Display Shield +	
    UI: Icon	Assets\Textures\btn-missing-kaeo.dds
    UI: Tooltip	Behavior/Tooltip/FarmFarmBonusSearchRoad (Unknown)
    UI: Tooltip Priority	0
    
    Field	Farm - GiveFarmBonusFromRoad - Road
    Behavior: Acquire Player +	(None):Unknown
    Behavior: Alignment	Neutral
    Behavior: Behavior Flags +	
    Behavior: Buff Flags +	Countdown, Remove Exhausted Damage Response
    Behavior: Categories +	
    Behavior: Modification +	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):0:(0.0000|0.0000):0:32:0:0:0:1:160:0:0:1:0:0:1:0:1:1:1:0:0:0:(0|0|0|0):(0|0|0|0):(0|0|0|0):(524287.9997|524287.9997|524287.9997|524287.9997):(0|0|0|0):(0|0|0|0|0|0|0|0|0|0):(0|0|0|0|0|0|0|0|0|0):(0|0|0|0|0|0|0|0|0|0):1:1:0:1:(0|0|0|0):(0|0|0|0):(0.0000|0.0000|0.0000|0.0000):(0|0|0|0):(0|0|1):(0|0|0):(0|0|0):((0|0|0|0)|(0|0|0|0)|(0|0|0|0)):((0|0|0|0)|(0|0|0|0)|(0|0|0|0)):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|D
    Behavior: Name	Farm - GiveFarmBonusFromRoad - Road
    Behavior: Player +	(None):Unknown
    Behavior: Replacement	Shortest Duration
    Behavior: Replacement Location +	(None):Caster Unit
    Behavior: Requirements	None
    Behavior: Validators (Disable) +	
    Behavior: Validators (Remove) +	
    Combat: Damage Response +	0:(0|0|0|0):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(0|0|0):(0|0|0):0:0:0:Disabled:Behavior/FarmGiveFarmBonusFromRoad:Behavior:0.0000:0.0000:Behavior/FarmGiveFarmBonusFromRoad:Behavior:0.0000:0.0000:524287.9997:-524288:(None):Disabled:(None):(0|0|0):(Enabled|Enabled|Enabled|Enabled):Defender:524287.9997:-524288:0:1:0:Disabled
    Cost: Cost +	(0|0|0|0):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(0|0|0):(0|0|0):0:0:0:Disabled:Behavior/FarmGiveFarmBonusFromRoad:Behavior:0.0000:0.0000:Behavior/FarmGiveFarmBonusFromRoad:Behavior:0.0000:0.0000
    Editor: Editor Categories	AbilityorEffectType:Units
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Effect	(None)
    Effect: Effect - Final	(None)
    Effect: Effect - Initial	Farm - SearchForRoadFromRoad
    Effect: Effect - Periodic	(None)
    Effect: Expire Effect	(None)
    Effect: Refresh Effect	(None)
    Stats: Duration	5.0000
    Stats: Duration Bonus Maximum	-1.0000
    Stats: Duration Bonus Minimum	-1.0000
    Stats: Duration Random Maximum	0.0000
    Stats: Duration Random Minimum	0.0000
    Stats: Duration Shield	0.0000
    Stats: Duration Vital Bonuses +	(0.0000|0.0000|0.0000)
    Stats: Duration Vital Max Bonuses +	(0.0000|0.0000|0.0000)
    Stats: Flags	
    Stats: Kill Credit +	(None):Unknown
    Stats: Maximum Stack Count	50
    Stats: Maximum Stack Count Per Caster	50
    Stats: Period	0.0000
    Stats: Period Count	-1
    Stats: Tech Alias +	
    Stats: Time Scale Source +	(None):Target
    UI: Display Countdown +	
    UI: Display Shield +	
    UI: Icon	Assets\Textures\btn-missing-kaeo.dds
    UI: Tooltip	Behavior/Tooltip/FarmGiveFarmBonusFromRoad (Unknown)
    UI: Tooltip Priority	0
    
    Field	Farm - SearchForRoad
    Editor: Editor Categories	
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Farm - SearchForRoad
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Flags +	
    Effect: Alert	(None)
    Effect: Chance	1
    Effect: Recycle Count	0
    Effect: Response Flags +	
    Effect: Tech Aliases +	
    Effect: Validators +	
    Search: Areas +	(360):(-1):(0.35):(0):(Farm - GiveFarmEffect - Road)
    Search: Exclude +	((None)):(Target)
    Search: Include +	
    Search: Maximum Count	-1
    Search: Minimum Count	0
    Search: Minimum Count Error	Can't find enough targets
    Search: Search Filters	Required: Robotic, Structure
    Search: Search Flags +	Offset By Unit Radius
    Target: Impact Location +	(None):Target Unit
    Target: Launch Location +	(None):Source Unit
    Target: Marker +	1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/FarmSearchForRoadFromRoad
    Target: Target Sorts +	0:0
    
    Field	Farm - SearchForRoadFromRoad
    Editor: Editor Categories	
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Farm - SearchForRoadFromRoad
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Flags +	
    Effect: Alert	(None)
    Effect: Chance	1
    Effect: Recycle Count	0
    Effect: Response Flags +	
    Effect: Tech Aliases +	
    Effect: Validators +	
    Search: Areas +	(360):(-1):(0.35):(0):(Farm - GiveFarmEffectChain - Road)
    Search: Exclude +	
    Search: Include +	
    Search: Maximum Count	-1
    Search: Minimum Count	0
    Search: Minimum Count Error	Can't find enough targets
    Search: Search Filters	Required: Robotic, Structure
    Search: Search Flags +	Offset By Unit Radius
    Target: Impact Location +	(None):Target Unit
    Target: Launch Location +	(None):Source Unit
    Target: Marker +	1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/FarmSearchForRoadFromRoad
    Target: Target Sorts +	0:0
    
    Field	Farm - GiveFarmEffect - Road
    Editor: Editor Categories	
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Farm - GiveFarmEffect - Road
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Flags +	
    Effect: Alert	(None)
    Effect: Behavior	Farm - GiveFarmBonusFromRoad - Road
    Effect: Behavior Count	1
    Effect: Chance	1
    Effect: Duration	0.0000
    Effect: Flag	
    Effect: Kill Hallucination	Disabled
    Effect: Response Flags +	
    Effect: Tech Aliases +	
    Effect: Unit +	(None):Target
    Effect: Validators +	
    Target: Marker +	1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/FarmGiveFarmEffectRoad
    
    Field	Farm - GiveFarmEffectChain - Road
    Editor: Editor Categories	
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Farm - GiveFarmEffectChain - Road
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Flags +	
    Effect: Alert	(None)
    Effect: Behavior	Farm - GiveFarmBonusFromRoad - Road
    Effect: Behavior Count	1
    Effect: Chance	1
    Effect: Duration	0.0000
    Effect: Flag	
    Effect: Kill Hallucination	Disabled
    Effect: Response Flags +	
    Effect: Tech Aliases +	
    Effect: Unit +	(None):Target
    Effect: Validators +	(Farm - CompairBehavior)
    Target: Marker +	1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/FarmGiveFarmEffectChainRoad
    
    Field	Farm - SearchForRoad
    Editor: Editor Categories	
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Farm - SearchForRoad
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Flags +	
    Effect: Alert	(None)
    Effect: Chance	1
    Effect: Recycle Count	0
    Effect: Response Flags +	
    Effect: Tech Aliases +	
    Effect: Validators +	
    Search: Areas +	(360):(-1):(0.35):(0):(Farm - GiveFarmEffect - Road)
    Search: Exclude +	((None)):(Target)
    Search: Include +	
    Search: Maximum Count	-1
    Search: Minimum Count	0
    Search: Minimum Count Error	Can't find enough targets
    Search: Search Filters	Required: Robotic, Structure
    Search: Search Flags +	Offset By Unit Radius
    Target: Impact Location +	(None):Target Unit
    Target: Launch Location +	(None):Source Unit
    Target: Marker +	1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/FarmSearchForRoadFromRoad
    Target: Target Sorts +	0:0
    
    Field	Farm - SearchForRoadFromRoad
    Editor: Editor Categories	
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Farm - SearchForRoadFromRoad
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Flags +	
    Effect: Alert	(None)
    Effect: Chance	1
    Effect: Recycle Count	0
    Effect: Response Flags +	
    Effect: Tech Aliases +	
    Effect: Validators +	
    Search: Areas +	(360):(-1):(0.35):(0):(Farm - GiveFarmEffectChain - Road)
    Search: Exclude +	
    Search: Include +	
    Search: Maximum Count	-1
    Search: Minimum Count	0
    Search: Minimum Count Error	Can't find enough targets
    Search: Search Filters	Required: Robotic, Structure
    Search: Search Flags +	Offset By Unit Radius
    Target: Impact Location +	(None):Target Unit
    Target: Launch Location +	(None):Source Unit
    Target: Marker +	1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/FarmSearchForRoadFromRoad
    Target: Target Sorts +	0:0
    
    Field	Farm - CompairBehavior
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Farm - CompairBehavior
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Validator: Behavior	Farm - GiveFarmBonusFromRoad - Road
    Validator: Compare	Less Than
    Validator: Failure Result	Must target unit
    Validator: Ignore While Channeling	0
    Validator: Other Unit +	(None):Source
    Validator: Result - Failure	Error
    Validator: Unit +	(None):Target
    Validator: Value	0
    

    If this can be fixed then Drac and I ought to be able to do the rest of the map.

    As I said I'm pretty much at the end of my rope. I cannot see what is wrong here. I have tried doing it without the behavior durations and periods and its the same issue so I'm pretty sure thats not the cause.

    Also taking away the validator that compares behaviors doesn't change anything (although each "road tile" gives the buff to every other one in range if its gone) it still has the same issue. I am starting to think that there is something screwy going on here with how the behaviors stack.

    50 Max energy is the default. I was simply using it for reference on how many times the behavior was stacking.

    Does anyone have any ideas on how to fix this issue?

    Thanks!

    Posted in: Data
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    posted a message on Galaxy Editor Having a Pink Out..?

    A friend of mine had the same issue with his 9300M card.

    Turned out that they are modifying the SC2 shader. We set it from low to medium and that fixed it.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Tactical Gaming is Recruting!

    Dear OP:

    Just a fair warning: People will troll you for posting that here.

    You see this is NOT a melee forum. This is a custom map forum.

    Now there are 2 kinds of custom maps which you may be confusing. There are the so-called "custom maps" that people like IronmanSC make and then there are actual custom maps that deserve the name which have modded or custom units, triggers and serious modifications to core gameplay.

    You make no mention anywhere for the second, which this forum serves.

    From your post you are strictly a melee clan. I will not troll you because I think it was an honest mistake but no melee promotion will recieve a warm welcome from a good share of the modders on account of the special treatment melee has had over custom maps in the last 2 years.

    Posted in: Team Recruitment
  • 0

    posted a message on WW3: The Soviet Enemy

    Have you played WW2 Diplo (1.4) or Fate of the Empire (1.5)?

    http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain007.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain009.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-02-2323_48_40-1.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain057.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain056.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-02-2323_47_57.jpg

    And the new Rise of the Reich project:

    http://diplomunion.com/showthread.php?13710-Rise-of-the-Reich

    http://i1088.photobucket.com/albums/i333/marshallwellington/m4a3e8_1A.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/WW2Diplo_Tiger2_Pic_1a.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/WW2Diplo_IS2_1a.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/P51DMustang_Render_1a.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain012.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain020-1.jpg

    Then there is my World War Zombies: Reanimated

    http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_13_59.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_15_43.jpg

    http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_14_08.jpg

    And a new one I'm doing with the Genesis team... Greed...

    A strategy based on the grate lakes set in the 1800's.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on How to prevent imported models not being selectable

    Sorry my snit with Sixen has caused me to act smart on his forums.. Make the title something like "Information on unit selection mechanics" or something like that.

    Anyways I was busy trying to figure out why I couldn't drag select this 6+MB of WC3 models, textures, icons and sounds I was working on for a map project when I checked my inbox.

    I just love it when your busting your hump over an issue that no one can solve and the answer just magically appears in your email when you finally bother to check it :P Don't get mad at me. Near as I can figure it was pure dumb luck that I got this contact.

    But rather than horde this stuff like Sixen does I thought you guys would like to know the real reason you are having selection issues with your custom or ported models.

    Here we go:

    These custom models seem to be missing tight and fuzzy geometry.
    
     
    
    The tight geometry is used for drag selection and should enclose an area a bit bigger than the main part of the model. This geometry should be a single object  (either a sphere, box, or capsule). Without this geometry you cant drag select it.
    
     
    
    The fuzzy geometry is used for single selection and targeting and it should be a bit bigger than all parts of the model. This geometry can be one or more objects (spheres, boxes, capsules, or a mix thereof). If this geometry is not specified, the game will fall back to using the tight geometry and if that doesnt exist it will use pixel perfect tests. Id recommend making this geometry for any models that you will be creating a lot of since it will make selection and targeting more efficient.
    
     
    
    If this worked in previous patches it was either a fluke or perhaps the method this geometry was created (if it does actually exist) wasnt hooked up correctly. We had to make model loading more secure because bad custom models were causing crashes, so its possible that some geometry might be thrown out now if its invalid.
    

    And does anybody know what he means by "matrix" here? I'm kinda thinking its the same thing but you 3dmax guys ought to know more I'm just a nub CS student.

    Our graphics guys examined the models and they do seem to have tight geometry but they have a bogus transform matrix (which was causing crashes) so we were simply throwing the geometry out. This can be fixed in the assets by giving them a proper transform (i.e. the identity would work fine). We might change the code to be less restrictive here but I cant guarantee any changes for 1.5.0 due to time constraints.
    
     
    
    Personally Id recommend fixing the assets since that way you can ensure that it has a proper transform (rather than relying on any potential workarounds we may or may not make in the future). I can certainly understand that for mods with a lot of custom models that could be a lot of work, but you may want to redo those anyway when the official art tools are out.
    

    Now guys please do me a favor. My contact asked that his name not be revealed. Its not a conspiracy or anything... he's done more than enough asking around on my/our behalf for his bosses to know about it he just asked me not to share his name and I am going to respect that. So PLEASE don't engage into speculation as to who this guy is. Its about the only real line of communication anyone I work with has into Blizzard and it just generated a huge goldmine of much needed information. So lets keep it informal please? Thanks...

    Anyways just thought I'd share that information around a little bit. Hope it helps!

    And Curse can up itself with a........................................................................... post formattting options.

    Whoa that was a hate speech for sure...

    Posted in: Artist Tavern
  • 0

    posted a message on Custom unit unselectable

    Hey all,

    This is a problem that I've been havily but luckily its also paired with a solution this time.

    First of all make sure you are using the very latest m3 tools.

    Now this is my particular case. Redo the "starcraft 2 conversion". IE where you start adding stuff and changing stuff for starcraft 2 and export.

    The way I was able to tell whether or not it was working was whether the unit was centered or not in the previewer/cutscene editor.

    Hope it helps!

    Posted in: Artist Tavern
  • 0

    posted a message on Custom bones and models

    @ZombieZasz: Go

    THATS IT!!

    I'll toss em an email.

    Edit: To avoid rampant confusion... Turret Z is a custom attachment.

    Posted in: Artist Tavern
  • 0

    posted a message on Risk: Rise of the Reich - Team Recruitment

    @Charysmatic: Go

    Sigh...

    Its not being discontinued atm...

    Anyways good to see the post was finally changed. I am very lax in most areas but slandering a map in the maker's official thread is off limits to my morals.

    Posted in: Team Recruitment
  • 0

    posted a message on M3 Exporter

    @Leruster: Go

    Ya my model also lost all of its animations when I tried to export. This was in 3dmax with v2.1 plugins.

    Posted in: Third Party Tools
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