With this limitation, I advise against using decals for anything crucial since some players may not be able to see them whatsoever, and will not think to turn up this setting (nor will they appreciate being urged to change their settings for your map)
However, I think it should be possible to flag decals (or a duplicate of the doodad) as a lower-resource object and force it to appear on lower settings. I've peeked around but have no idea if this is possible or how it might be done.
I do this sequence in the shot below, MAXScript, Run Script, I select the export script and hit "Open," and nothing happens. Nothing at all. No error, no message in the debugging window, nothing.
I feel like a real noob here, but I have the export script installed and pretty sure it's running, but I'm not sure how to actually begin the export process.. I don't see ".M3" listed as a filetype under "export" - I'm a total max noob but followed everything so far, merging to one editible mesh, using only one sc2 material...
How do you get the standard borders to appear around the buttons? When I use a simple white/black texture like you have it doesn't overlay the border or shine like normal buttons have. I've checked, and this border and shine are not present on their (Blizzard's) button texture dds (at least doesn't appear in preview)
Edit: I've thought about experimenting with decals as well but it looks like if you are running on medium or low settings they don't appear at all (and many users may use these settings).
Can you force decals to appear for all quality settings?
k is an integer variable you declare to do 3 things: store the hero's kills before the event, increment the number and finally reset the hero's kill count to this number after the event. Cycling k is equivalent to k = k + 1.
This will work for kills, I have no idea about experience.
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With this limitation, I advise against using decals for anything crucial since some players may not be able to see them whatsoever, and will not think to turn up this setting (nor will they appreciate being urged to change their settings for your map)
However, I think it should be possible to flag decals (or a duplicate of the doodad) as a lower-resource object and force it to appear on lower settings. I've peeked around but have no idea if this is possible or how it might be done.
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Use triggers, regions, points
Use the "Unit is Selected" event
and possibly
create unit or doodad actions
do some looking around, you should really be able to find what you need by browsing
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I do this sequence in the shot below, MAXScript, Run Script, I select the export script and hit "Open," and nothing happens. Nothing at all. No error, no message in the debugging window, nothing.
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you can export any files from the archive browser when looking through the textures in the data editor (see attached image below)
Most photo editing programs will allow you to grayscale these..
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You must create a new actor with a link to the new unit.
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Try the "Search" feature in the upper right, I'm pretty sure I saw a few Uberlisk threads here and there..
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When I run it nothing distinct happens. Will I find the M3 dropped in a folder somewhere?
I'm on max 2010
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I feel like a real noob here, but I have the export script installed and pretty sure it's running, but I'm not sure how to actually begin the export process.. I don't see ".M3" listed as a filetype under "export" - I'm a total max noob but followed everything so far, merging to one editible mesh, using only one sc2 material...
I just can't find the export option for M3 o_o
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How do you get the standard borders to appear around the buttons? When I use a simple white/black texture like you have it doesn't overlay the border or shine like normal buttons have. I've checked, and this border and shine are not present on their (Blizzard's) button texture dds (at least doesn't appear in preview)
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Looks incredible! Going to try this right away.
Edit: I've thought about experimenting with decals as well but it looks like if you are running on medium or low settings they don't appear at all (and many users may use these settings).
Can you force decals to appear for all quality settings?
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I'm also having a ton of trouble with this
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bump for wtf
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Click the first little orange icon above the datasets to toggle between spreadsheet and field input
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k is an integer variable you declare to do 3 things: store the hero's kills before the event, increment the number and finally reset the hero's kill count to this number after the event. Cycling k is equivalent to k = k + 1.
This will work for kills, I have no idea about experience.
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You can make any player neutral by changing their "control" under Player Properties