I was interested in utilizing a rather cool attack upgrade from the campaign, it is known as Hellstorm Missile Pod, unleashing a pack of mini-warheads to do AOE damage every time the missile turret fires.
Also, how compatible are particles from 3ds max (or FBX Maya conversions) in SC2? You seem pretty knowledgable on the interactions/compatibility of 3D objects and materials.
I plan on this being a very large, end game (boss) unit. The players are flying around in their own ships and they'll be coming very close to it. So I need the detail on the turrets, because each turret will be comparable in size to an actual SC2 missile turret. The entire ship, from bow to stern, is about 22 SC2 battlecruiser lengths.
EDIT:
Since the unit only appears one time, I think 20000-25000 polys is ok.
I am currently making spaceship, the design being a massive gunboat. Take a look at the screenshots attached below.
I would appreciate working with someone who can create the skins for the model (I also wouldn't mind someone telling me where to get good spaceship skins in the meantime!). Also, if anyone would like to help me with the animations, that would also be welcome.
I have a model with Grab and Throw animations. This model also has three animations that should be played in sequence to achieve it's death (FlyDeathStart, FlyDeathLoop, FlyDeathEnd).
How do I play the Grab and Throw animations upon ability use?
How do I use the FlyDeath Animation sequence upon the unit dying (it appears my unit gets replaced entirely by another model when it dies, how do I also fix this?)
No, but you can still export your models as .obj or .fbx and bring them through 3DS Max to export. That's what I do.
Any chance there's a "Conversion" request page for people who don't have 3Ds Max? Basically you upload your Maya files and someone converts them within the week for you, then uploads them back to the page for you to retrieve.
I fixed it by using Attach Model to [Actor: Actor of Triggering Unit]. Apparently attaching an actor is problematic, but attaching the model itself is not. I suppose this is because they are many "strings" attached the the actor, being a more complicated object.
I did, same bug using actor event. Also I will need to have extensive control over the Unholy Fire Ability given many situations, the fire "spreads" to nearby units like a disease and can be modified by many variables.
The data editor can ultimately achieve the same thing, but waiting 30 seconds per data entry (fail data editor lag) and just how generally "messy" the data editor is; encourages me to use triggers.
Also, how could I ever make the spell you saw in the second video using the data editor?
I used several triggers in unison sharing global variables to make that spell. The visual part consists of a trigger changing a unit's height and position (unit model changed to fire) over time using trig functions. Here's a sample of the code:
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I was interested in utilizing a rather cool attack upgrade from the campaign, it is known as Hellstorm Missile Pod, unleashing a pack of mini-warheads to do AOE damage every time the missile turret fires.
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@Zolden: Go
Also, how compatible are particles from 3ds max (or FBX Maya conversions) in SC2? You seem pretty knowledgable on the interactions/compatibility of 3D objects and materials.
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@Zolden: Go
I think not. I'll partition the model into separate files afterwards.
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@DrSuperEvil: Go
Any chance Jackson's Revenge wants it gattling cannons back?
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@Zolden: Go
Yes.
I plan on this being a very large, end game (boss) unit. The players are flying around in their own ships and they'll be coming very close to it. So I need the detail on the turrets, because each turret will be comparable in size to an actual SC2 missile turret. The entire ship, from bow to stern, is about 22 SC2 battlecruiser lengths.
EDIT: Since the unit only appears one time, I think 20000-25000 polys is ok.
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@EdwardSolomon: Go
I'll also be decorating it a little more as well.
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I am currently making spaceship, the design being a massive gunboat. Take a look at the screenshots attached below.
I would appreciate working with someone who can create the skins for the model (I also wouldn't mind someone telling me where to get good spaceship skins in the meantime!). Also, if anyone would like to help me with the animations, that would also be welcome.
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@ElGabster: Go
Any luck near the end of 2012?
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Can I also control which frames of the animation are played? For instance Frames 50-150?
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I have a model with Grab and Throw animations. This model also has three animations that should be played in sequence to achieve it's death (FlyDeathStart, FlyDeathLoop, FlyDeathEnd).
How do I play the Grab and Throw animations upon ability use?
How do I use the FlyDeath Animation sequence upon the unit dying (it appears my unit gets replaced entirely by another model when it dies, how do I also fix this?)
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@kimwood: Go
He seeks attention
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Any chance there's a "Conversion" request page for people who don't have 3Ds Max? Basically you upload your Maya files and someone converts them within the week for you, then uploads them back to the page for you to retrieve.
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Title says it all.
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@Kueken531: Go
I fixed it by using Attach Model to [Actor: Actor of Triggering Unit]. Apparently attaching an actor is problematic, but attaching the model itself is not. I suppose this is because they are many "strings" attached the the actor, being a more complicated object.
0
@Kueken531: Go
I did, same bug using actor event. Also I will need to have extensive control over the Unholy Fire Ability given many situations, the fire "spreads" to nearby units like a disease and can be modified by many variables.
The data editor can ultimately achieve the same thing, but waiting 30 seconds per data entry (fail data editor lag) and just how generally "messy" the data editor is; encourages me to use triggers.
Also, how could I ever make the spell you saw in the second video using the data editor?
I used several triggers in unison sharing global variables to make that spell. The visual part consists of a trigger changing a unit's height and position (unit model changed to fire) over time using trig functions. Here's a sample of the code:
This is how we used to do it back in the days of Warcraft 3, and to me remains the quickest and most effective way, and the easiest to edit.