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    posted a message on [Terrain] Europe

    Cardinal here, Veta. Life got a bit hectic and I dropped off the radar a bit. Going to France for two months at the start of next year for a job and if I have free time left over I'll gladly pick this up where we left off :)

    Posted in: Art Assets
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    posted a message on Does anybody know how to...

    @michaelknives: Go

    You do the first thing anyone who is new to 3ds max should do on first opening the software. Press F1 and spend at least a month learning.

    Posted in: Art Assets
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    posted a message on Medieval Models [request] (please read)

    @Zolden: Go

    As great as this is, Zolden, it would appear that many of the models are lacking animations? Or perhaps my m3 import/exporter is failing to properly translate them? If I remember correctly I'm using NiNtox's one that has been around since the beta of SC2.

    Edit: on further investigation, some of the models do infact have the m3 - sequences (walk, stand, run, attack01 etc), however, when loaded and played (through 3DSMax) either nothing happens, or the character vibrates strangely.

    And, on a side note, if I were to re-animate these models (they are great), I would need to re-texture them to incorporate player colours. Is there a specific colour which SC2 translates into player colours? Or a mask/emissive map I need to create?

    Posted in: Art Assets
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    posted a message on Medieval Models [request] (please read)

    Hey, I'm working on a turn based combat map and desperately require 'medieval' (think World of Warcraft / Warcraft 3) themed units. I was very upset to browse the Assets section and only find one suitable Footman model (thanks to http://www.sc2mapster.com/profiles/Triceron/ Triceron).

    All models require attack, walk, run and death animations. If they require otherwise, I will specify so.

    In order of most needed: Archer - pretty self explanatory. Will require two attack animations (both ranged) Templar - heavily armoured swordsman Knight - heavily armoured swordsman on a horse. Crossbowman - pretty self explanatory, slightly heavily armoured, two attack animations (melee and ranged) Skirmisher - Something like the Colonist.m3 with a slingshot attacking animation. Warrior - Something like the Colonist.m3 with maybe an axe or spear attack animation. Cleric - Something like the Colonist.m3 except wearing white robes with a heal animation. Mage - Above, but perhaps Red or Black robes with two spell casting animations (one of which is channelled) Thief - Something like the Colonist.m3 however, maybe with a cape and a crouched/sneaky walk animation. Assassin - As above with sneak animation, with a melee and a ranged attack (either throwing knife or shortbow) Flying Machine - Think along the lines of Warcraft 3 Gyrocopter. Griffon Rider - As above, except the lines of a Griffon Rider? :p

    Okay, so now you know what I want. I am fully capable of modelling, animating and texturing these models myself, except time constraints don't allow me to create the map (which is my passion), alongside my 3d work (my career and job).

    If anyone can point me to such assets which already exist and are freely available or a way to contact their creator, that would be equally amazing. At the very least I require the model and animation, I can texture them with place-holders diffuse + normals while the map enters public testing during which time I can perfect the textures and finalise the map.

    Of course, full credit where any credit is due. I understand this is quite a big ask, but really? The assets contained almost nothing I required.. and medieval is quite a 'broad' subject...

    Thanks.

    Posted in: Art Assets
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    posted a message on Adding attachment points to models

    @DrSuperEvil: Go

    You could simply recreate the models and textures using the originals as 'inspiration'. Then there is no problem.

    Edit: Ninja'd by FockeWulf.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) an ability that shoots several lasers or missiles

    @strhsxx: Go

    I suggest you begin with some basic data editor tutorials. What you want to create is simple.

    Button > Ability (Transient flag ticked) > Apply Behaviour (Effect) > Behaviour (Buff) > Search Area (Effect) > Launch Missile (Effect).

    Posted in: Data
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    posted a message on Adding attachment points to models

    @FockeWulf: Go

    I replied in the shoutBox over at SEN, but I guess this is more permanent.

    You do indeed require 3DS Max to add attachment points to your models.

    There exists an .m3 importer plugin which allows you to load the Starcraft 2 models into max and alter them in any way you like. Attachment points function in a way similar to 'bones' which are riggings for the models animations. So the attachment point is 'rigged' to a point in x,y,z space within the model and then called by the data editor and game engine for handing actors etc.

    Posted in: Miscellaneous Development
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    posted a message on A way to disable 'boxing' (selection)

    @zeldarules28: Go

    Thanks - that worked... So obvious... :)

    Posted in: Data
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    posted a message on A way to disable 'boxing' (selection)

    I'm creating a series of spells that work by the player clicking and holding their mouse down and dragging to extend or control the effect. And upon releasing their mouse the effect then triggers along the path.

    This is all fine and well, except the 'selection' box appears. My alternative would be to simply use 'Mouse2', but is it possible to disable the players boxing selection even temporarily?

    Posted in: Data
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    posted a message on The colony (just an idea)

    Sounds good. Island Troll Tribes was awesome :)...

    I would try and keep PvP elements also, so maybe its like two groups of human players at first trying to survive the nights but at the end, are fighting each other.

    Posted in: Map Suggestions/Requests
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    posted a message on Nardival's Retexture Thread

    http://content.screencast.com/users/Cardinal.dsc/folders/Jing/media/03b9ecf2-f77f-43a4-a1cf-90c88910b456/2011-07-03_2047.png

    Finished the Arctic version. Note: These renders are only with the Diffuse texture (no specularity / no normals / no emissive), so they look a bit flat.

    I need to work on the UV island for the marines gauss rifle, since the camouflage stretched horribly there. But it's proving tricky since the marine has a blood texture also, and meh, I'll do it at some point.

    No requests? I can do other stuff also :p

    Posted in: Art Assets
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    posted a message on Nardival's Retexture Thread

    Always struck me as a bit strange how Terran never use camouflage. I've fixed that:)

    http://content.screencast.com/users/Cardinal.dsc/folders/Jing/media/69844620-87cb-4dea-aae3-40c84598ab1b/2011-07-02_1805.png

    currently working on Arctic, Desert and Char camo templates also.

    Also taking requests for anything you want. Go go go.

    Posted in: Art Assets
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    posted a message on Advanced data Qs for map polish

    3. For a Text actor that triggers on a Damage Event, how would I get the amount of damage done as the text that is created? I also need set its color based on the type of damage done (melee/ranged/spell/splash). I currently just have a trigger doing damage text, but triggers may not be as efficient as data.

    ---------

    You can reference data editor fields. Go to a button object, and edit the tooltip field - you can click 'insert data reference'. It will be something like

    <d ref="Effect,EffectName,Damage,Amount[0]"/>

    Posted in: Data
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    posted a message on Gather - Ability problems.

    @Nardival: Go bump

    Posted in: Data
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    posted a message on Gather - Ability problems.

    So here's the scoop. Drones, Probes, SCVs and Mules use 'Gather' on Mineral Fields or race-specific structures that are unique for each race on a Geyser (duh).

    Once the worker has gathered the vespene or minerals, a behaviour is applied to the unit along the lines of Carry Harvestable Resource Name Here. As far as I can tell, the behaviour only controls the Actor - Event which causes the worker to have the mineral or vespene canister attached to it.

    What I want to achieve is when a unit takes fatal or non fatal damage, it drops the carried resources. I can do all of that fine through triggers (and possibly through the Data editor at a later date). But the problem I noticed was that by simply removing the Carry Harvestable behaviour from the unit - sure, the attached model disappears - but the specific unit cannot harvest anything since it is still somehow flagged as carrying resources. As in, the behaviour is gone, but the Return Cargo ability/button is still enabled, and an attempt to make the unit harvest resources results in it searching for the Resource Drop Off unit.

    Anyone know how to fix this? :)

    [sorry it's late, can't find it myself after looking for about an hour or two]

    Posted in: Data
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