maybe to distinguish them, u could change like the colour pattern, u know, like instead of having the same places coloured, have different places with team colour.
hi, u might have seen my posts during the summer for SM marine models and stuff. Well, since theres a request section, if anyone could animate the SM Marine/Spectre models, that'd be awesome.
I also have this Spectre model i tried to animate but it got all funky when i exported it so if someone can mess with it and make it work, that'd be cool too. I've never used 3ds max before so its kinda wanky, i just started moving stuff around and learned on the go. I'm pretty sure i did it wrong, but if its fixable, that'd be awesome. If you do fix it and all that, u can even take credit, since i didnt even add all the animations, and they suck anyways.
i think he means that the nova portrait model (which actually uses the full body SM nova model) has a standing animation included whereas the SM Nova doesn't.
ok, now i have anoher problem, when i export, the rifle goes completely out of place, like it starts floating in the air instead of being held in the hand. I attached it to the wrist which might be the problem but i dont really know, i started 3ds max a week ago :/
Any ideas on how to fix it?
I'm not sure what that means so i'll just explain what i did.
I opened up the m3 sequence script, clicked add, named it like "attack" or something, then i used auto key to make some attacking-ish animations, then i unclicked auto key, then i used the exporter script. Is there something missing in that process?
hey uhh, i got a super noob question. Just so you know, i'm not a 3D modeler, i just wanted to see what i can do with 3ds max and stuff.
My question is, how do i export models? Like i know that u have to use the export maxscript and save it somewhere, but when i do that and import the model into galaxy editor, none of the animations work, like they're just all standing animations.
All i did was take out one of the SM models and make some stupid animations with it, but since i dont know anything about 3d modeling, i don't know if there's something u need to do before u export the model or something.
oh, i have to go to orientation but i didnt know what today's date was (because it's summer) so figured might as well ask while im posting a reply.
I also have to change my calendar since it's not 2007 anymore.
thank you. Btw, if u wanna add me, my name is Pluto, unless ur supposed to use some other acc name?
I'm a bit below average playing as protoss, but i can beat average ppl. I'm slightly better with terran because i know the units and stuff, but i have ADD so it's hard for me to micro and multitask.
the map looks kinda small right now. What i remember from wc3 is that ppl would make different terrain types to make each area seem different and instead of making one mostly flat and open map, they would make lots of pathways that twist around in a single region (kind of like how intestines are bunched up inside our torso). I found that maps that did this kind of thing seemed a lot bigger than it really was. Of course, it kinda made it super linear and plus its gotta be kind of hard to build cities in small pathways. Perhaps if some areas had different terrain types and twisting path ways and were isolated from the rest of the open map and were home to like harder mobs or something? Cuz you know, in every RPG one of the main things is beating up rabbits, getting bored, exploring, getting ass kicked by a giant, beat up more rabbits, and revenge on giant.
You know wat, i see you already kind of did that... forget wat i said.
For some reason, i've been very interested in the visors of the terran marines. A while back, i remember being disappointed in a screenshot of SC2 (like a year before release) where it showed a dominion marine with a flat visor. Then i got over it.
I figured it was just the new look or something, but then i noticed how Raynor and Tychus had rounder visors similar to SC1 so i was like "wat?" So then i watched some of the cutscenes and cinematics again (i didn't do it just to look at the visors, i was gonna watch it anyways because i happened to have a behind the scenes dvd and i wanted to see wat it was) and noticed that even in the cinematics the dominion marines had flat visors while raynor had round visor. So then i looked in the previewer at three cutscene marines, the dominion marine, the M. Koiter marine, and Jim raynor marine. Apparently, there's a difference in visor shapes, even in the cutscene. So my discovery is that dominion marines have flatter visors. Yeah. Just wanted to share that.
If you're wondering, i didn't really do this out of obsession, i just happened to notice it while i was exporting models and stuff.
you know how the cutscene models have cutscene animations packaged in m3a files? How do i like extract those with the model and put them in like 3ds max or something so i can edit it?
0
why do they all say didier on the shoulder?
maybe to distinguish them, u could change like the colour pattern, u know, like instead of having the same places coloured, have different places with team colour.
0
hi, u might have seen my posts during the summer for SM marine models and stuff. Well, since theres a request section, if anyone could animate the SM Marine/Spectre models, that'd be awesome. I also have this Spectre model i tried to animate but it got all funky when i exported it so if someone can mess with it and make it work, that'd be cool too. I've never used 3ds max before so its kinda wanky, i just started moving stuff around and learned on the go. I'm pretty sure i did it wrong, but if its fixable, that'd be awesome. If you do fix it and all that, u can even take credit, since i didnt even add all the animations, and they suck anyways.
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@Typheus: Go
i think he means that the nova portrait model (which actually uses the full body SM nova model) has a standing animation included whereas the SM Nova doesn't.
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@Gadaffy2: Go
ok, now i have anoher problem, when i export, the rifle goes completely out of place, like it starts floating in the air instead of being held in the hand. I attached it to the wrist which might be the problem but i dont really know, i started 3ds max a week ago :/ Any ideas on how to fix it?
0
@Gadaffy2: Go
I'm not sure what that means so i'll just explain what i did. I opened up the m3 sequence script, clicked add, named it like "attack" or something, then i used auto key to make some attacking-ish animations, then i unclicked auto key, then i used the exporter script. Is there something missing in that process?
0
hey uhh, i got a super noob question. Just so you know, i'm not a 3D modeler, i just wanted to see what i can do with 3ds max and stuff. My question is, how do i export models? Like i know that u have to use the export maxscript and save it somewhere, but when i do that and import the model into galaxy editor, none of the animations work, like they're just all standing animations. All i did was take out one of the SM models and make some stupid animations with it, but since i dont know anything about 3d modeling, i don't know if there's something u need to do before u export the model or something.
0
oh, i have to go to orientation but i didnt know what today's date was (because it's summer) so figured might as well ask while im posting a reply. I also have to change my calendar since it's not 2007 anymore.
0
thank you. Btw, if u wanna add me, my name is Pluto, unless ur supposed to use some other acc name? I'm a bit below average playing as protoss, but i can beat average ppl. I'm slightly better with terran because i know the units and stuff, but i have ADD so it's hard for me to micro and multitask.
0
Oh ok, that's good. Good job on the map.
If you happen to reply, can u tell me what today's date is?
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he did WHAT!?!?!?!?!?! i love that map, and i would hate for the main creator to not receive any credit for his/her achievement and hard work.
0
the map looks kinda small right now. What i remember from wc3 is that ppl would make different terrain types to make each area seem different and instead of making one mostly flat and open map, they would make lots of pathways that twist around in a single region (kind of like how intestines are bunched up inside our torso). I found that maps that did this kind of thing seemed a lot bigger than it really was. Of course, it kinda made it super linear and plus its gotta be kind of hard to build cities in small pathways. Perhaps if some areas had different terrain types and twisting path ways and were isolated from the rest of the open map and were home to like harder mobs or something? Cuz you know, in every RPG one of the main things is beating up rabbits, getting bored, exploring, getting ass kicked by a giant, beat up more rabbits, and revenge on giant.
You know wat, i see you already kind of did that... forget wat i said.
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i know right?
0
ahh ok thx.
I'm planning on only using some of them, i really have no use for all those storyline specific animations.
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For some reason, i've been very interested in the visors of the terran marines. A while back, i remember being disappointed in a screenshot of SC2 (like a year before release) where it showed a dominion marine with a flat visor. Then i got over it. I figured it was just the new look or something, but then i noticed how Raynor and Tychus had rounder visors similar to SC1 so i was like "wat?" So then i watched some of the cutscenes and cinematics again (i didn't do it just to look at the visors, i was gonna watch it anyways because i happened to have a behind the scenes dvd and i wanted to see wat it was) and noticed that even in the cinematics the dominion marines had flat visors while raynor had round visor. So then i looked in the previewer at three cutscene marines, the dominion marine, the M. Koiter marine, and Jim raynor marine. Apparently, there's a difference in visor shapes, even in the cutscene. So my discovery is that dominion marines have flatter visors. Yeah. Just wanted to share that.
If you're wondering, i didn't really do this out of obsession, i just happened to notice it while i was exporting models and stuff.
0
you know how the cutscene models have cutscene animations packaged in m3a files? How do i like extract those with the model and put them in like 3ds max or something so i can edit it?