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    posted a message on How to make missile turret use Hellstorm Missile Pods?

    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.

    Posted in: Data
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    posted a message on Creating a custom Dreadnought, seeking skins

    @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.

    Posted in: Artist Tavern
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    posted a message on Creating a custom Dreadnought, seeking skins

    @Zolden: Go

    I think not. I'll partition the model into separate files afterwards.

    Posted in: Artist Tavern
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    posted a message on Creating a custom Dreadnought, seeking skins

    @DrSuperEvil: Go

    Any chance Jackson's Revenge wants it gattling cannons back?

    Posted in: Artist Tavern
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    posted a message on Creating a custom Dreadnought, seeking skins

    @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.

    Posted in: Artist Tavern
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    posted a message on Creating a custom Dreadnought, seeking skins

    @EdwardSolomon: Go

    I'll also be decorating it a little more as well.

    Posted in: Artist Tavern
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    posted a message on Creating a custom Dreadnought, seeking skins

    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.

    Posted in: Artist Tavern
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    posted a message on [Request] M3 Exporter for Maya

    @ElGabster: Go

    Any luck near the end of 2012?

    Posted in: Third Party Tools
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    posted a message on How to use Non-standard Animations?
    Quote from Forge_User_26540774: Go

    @EdwardSolomon: Go

    In events in unit actor you make an event for ability used and set the action to Animation bracket start (or something like that)

    same way to play the death animations. Also in the actor there is a field for when the unit dies. Delete the model that plays there.

    Can I also control which frames of the animation are played? For instance Frames 50-150?

    Posted in: Data
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    posted a message on How to use Non-standard Animations?

    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?)

    Posted in: Data
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    posted a message on views vs comments

    @kimwood: Go

    He seeks attention

    Posted in: Off-Topic
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    posted a message on Can Maya be used to produce and export .m3?
    Quote from Triceron: Go

    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.

    Posted in: Artist Tavern
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    posted a message on Can Maya be used to produce and export .m3?

    Title says it all.

    Posted in: Artist Tavern
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    posted a message on (Solved) Peculiar Actor bug

    @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.

    Posted in: Data
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    posted a message on (Solved) Peculiar Actor bug

    @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:

    Immolation x-y + z pos half
        Events
            UI - Player Any Player presses A key Down with shift Allow, control Allow, alt Allow
        Local Variables
            reg = No Region <Region>
            temp group = (Empty unit group) <Unit Group>
            caster = caster <Unit>
            T = No Point <Point[2]>
            P = No Point <Point[2]>
            Q = No Point <Point[2]>
            theta = 0.0 <Real>
            phi = 0.0 <Real[2]>
            flames = No Unit <Unit[2]>
            N = 0 <Integer>
            dx = 0.1563 <Real>
            x = 0.0 <Real[2]>
            y = 0.0 <Real[2]>
            D = 0.0 <Real[2]>
            ang vel = 120.0 <Real>
            ex = 0.0 <Real>
            con = 1.0 <Real>
            con2 = 2.0 <Real>
        Conditions
        Actions
            Variable - Set theta = (Facing of caster)
            Variable - Set T[1] = (Position of caster)
            Variable - Set P[1] = T[1]
            Variable - Set P[2] = T[1]
            Variable - Set T[2] = (T[1] offset by 8.0 towards theta degrees)
            Unit - Create 1 Changeling (Marine with shield) for player 1 at T[1] facing theta degrees (No Options)
            Unit Group - Add (Last created unit) to Spell Units
            Variable - Set flames[1] = (Last created unit)
            Unit - Create 1 Changeling (Marine with shield) for player 1 at T[1] facing theta degrees (No Options)
            Unit Group - Add (Last created unit) to Spell Units
            Variable - Set flames[2] = (Last created unit)
            General - For each integer N from 1 to 77 with increment 1, do (Actions)
                Actions
                    Variable - Set x[1] = (x[1] + dx)
                    Variable - Set y[1] = (Sin(((x[1] * ang vel) / 1.0)))
                    Variable - Set ex = (x[1] ^ 0.5)
                    Variable - Set y[1] = ((ex / con) * y[1])
                    Variable - Set x[2] = (x[2] + dx)
                    Variable - Set y[2] = (Sin(((x[1] * ang vel) / -1.0)))
                    Variable - Set ex = (x[2] ^ 0.5)
                    Variable - Set y[2] = ((ex / con) * y[2])
                    Variable - Set P[1] = (T[1] offset by (x[1], y[1]))
                    Variable - Set P[2] = (T[1] offset by (x[2], y[2]))
                    Variable - Set D[1] = (Distance between T[1] and P[1])
                    Variable - Set D[2] = (Distance between T[1] and P[2])
                    Variable - Set phi[1] = (Angle from T[1] to P[1])
                    Variable - Set phi[2] = (Angle from T[1] to P[2])
                    Variable - Set Q[1] = (T[1] offset by D[1] towards (theta + phi[1]) degrees)
                    Variable - Set Q[2] = (T[1] offset by D[2] towards (theta + phi[2]) degrees)
                    Unit - Move flames[1] instantly to Q[1] (Blend)
                    Unit - Change flames[1] height to ((ex / con2) + (Sin((x[1] * 270.0)))) over 0.01 seconds
                    Unit - Move flames[2] instantly to Q[2] (Blend)
                    Unit - Change flames[2] height to ((ex / con2) + (Sin((x[1] * 270.0)))) over 0.01 seconds
                    Variable - Set reg = (Region(Q[1], 1.5))
                    Unit Group - Pick each unit in (Any units in reg owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Picked unit) is in Spell Units) == False
                                    (Picked unit) != caster
                                Then
                                    Unit Group - Add (Picked unit) to Immolation damage
                                    Unit Group - Add (Picked unit) to temp group
                                Else
                    Variable - Set reg = (Region(Q[2], 1.5))
                    Unit Group - Pick each unit in (Any units in reg owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Picked unit) is in Spell Units) == False
                                    (Picked unit) != caster
                                Then
                                    Unit Group - Add (Picked unit) to Immolation damage
                                    Unit Group - Add (Picked unit) to temp group
                                Else
                    General - Wait 0.01 Game Time seconds
            General - Wait 1.0 Game Time seconds
            Unit - Remove flames[1] from the game
            Unit - Remove flames[2] from the game
            General - Wait 12.0 Game Time seconds
            Unit Group - Pick each unit in temp group and do (Actions)
                Actions
                    Unit - Set (Picked unit) custom value 1 to 0.0
            Unit Group - Remove all units in temp group from Immolation damage
    

    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.

    Posted in: Data
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