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    posted a message on Edit an Asset with mpq viewer, how to use with editor?

    To anyone who might have a clue, I am looking for answers, not questions of why necessarily.

    Is it still possible to edit an asset file, and load it with the editor?

    Before I could modify the asset with mpq viewer and just load the editor, and it would utilize that same asset file. Now the editor checks for file integrity and repairs the files, meaning my modified asset.

    Thanks for any help.

    Posted in: Miscellaneous Development
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    posted a message on Cliff side textures... And the variances, how to edit?

    I've added images to show..

    This is what the madmade cliff looks like normally for zhakul'das terrain..

    But how I want it to look, is like this.. which is how I used to do it, now I can no longer use my method.

    Posted in: Terrain
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    posted a message on Cliff side textures... And the variances, how to edit?

    Cliff texture variances aren't able to be modified through the editor?...

    I used to use mpq viewer to edit the Base.sc2assets.. I would delete the textures from a cliff texture that I didn't want, so it would all be uniform..

    So after deleting the textures I didn't want, I would just load the editor with that asset like normally opening the editor.. And when I created cliffs for that map that the cliffs I edited were for, It would all be the same. All the corners would look the same, all the sides of the cliffs, would look the same, instead of being varied and not uniform.

    I just did this about 3 months ago, and it seems now I can no longer do this..

    Any help at all please! I have read about exporting the cliff and editing it, but even so I don't know how to achieve that through 3dsmax.

    Thanks!

    edit: So in short, instead of say organic cliff sides being like > and jagged, I want them all | straight.

    Posted in: Terrain
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    posted a message on Adding Protoss Shields to Ghost Laser Lines (Help)

    Sorry I want to use the model ghost laser lines (which I believe is the ghost with a rifle that has a laser sight).. and add a shield to that unit/model.. a protoss shield.. following the guide, it doesn't seem to work for me..

    The actal ghost model with the laser sight like 1 unit, a shield on that.. not on the laser sight itself.

    Posted in: Data
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    posted a message on Adding Protoss Shields to Ghost Laser Lines (Help)

    Using this guide: http://www.sc2mapster.com/forums/resources/tutorials/8296-visual-shields-terran-or-zerg-with-shields/

    I have created a unit, and edited the model for marine, ghost, ghost laser lines. Using the same unit and actor, and just replacing the actors model with the modded art models of the marine, ghost, ghost laser lines...

    The Marine and Ghost both visually show the shields when being attacked.. However I cannot get this to work with the ghost laser lines model. Any help or ideas on things that could possibly solve this. Thanks!

    Posted in: Data
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    posted a message on Doodads and HDR multiplier

    @njordys: Go

    Agreed very much! and sorry I just made another post but.. hope blizz sees this and looks to fix.

    Posted in: Terrain
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    posted a message on Placing doodad -> Modify -> HDR Modifier

    Remember back in the day, you would place a crystal doodad, select it, press enter for the property options of that doodad.. Then you could change color to custom color and set the HDR Modifier (making the object incredibly shiny or bright if you wanted)...

    Well it seems with some update over the past year or something in the editor has stopped this from showing in the editor what you are setting it to. Before I could open my map in the editor, and make 100's of shiny crystals and knew what they would look like in game.. Now when you set the HDR modifier of the doodad, it simply doesn't adjust, changing the color and HDR modifier doesn't do anything for it either.

    If anyone knows what I am referring to and a fix for this or how I can resolve, let me know, thanks!

    PS: If you set HDR modifier, YES it works in game, and I realize this.. but I want to edit my map, in the editor, not after constantly viewing the game.. As well I am not looking for an actor event fix either to set HDR and color through events.. Thanks! I miss how the editor was, and feel like it should work the same.. maybe just a bug.

    Posted in: Terrain
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    posted a message on Terrain Cliff Variance - And how to change?

    I'm looking how to edit the textures that make up the variance of cliffs.. I've done it before as to make castle walls (uniform cliff textures) using manmade cliff Zhakul'Das.. I've forgotten exactly what I did and if anyone knows, please pass on the info! =)

    I seem to recall "deleting" textures from the list of variant models.. But I have no idea how I did got it to work..

    http://i50.tinypic.com/34i4ndw.jpg - You will see the cliff textures load the same one every time, instead of being varied..

    Thanks for any help!

    Posted in: Miscellaneous Development
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    posted a message on Difficulty choices on dialog.. Help triggering pls

    @hobbidude: Go

    Ok thanks a lot man, that's what I was thinking. I was just hoping there was some magical limited trigger editing way to do it. Much appreciated!!

    Posted in: Triggers
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    posted a message on Difficulty choices on dialog.. Help triggering pls

    So basically the example is this:

    10 players all get a dialog menu at the start of the map, for choices like difficulty and hero. 3 difficulty choices, easy, medium, hard. There are 3 checkboxes affiliated with the choices and setup in the global variables. So from here... How can I make the tally marks of each selected checkbox and add them all up and compare how many checks are marked per difficulty...

    Possible to add multiple integers together to get 1 number?

    Basically I want difficulties like a lot of maps out there, but I'm uncertain of the easiest route to compare variables and which difficulties are checked.

    Any help is appreciated, thanks

    Posted in: Triggers
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    posted a message on Progammer is taking over SC2Mapster
    Quote from redmarine: Go

    I'm sure Blizzard will eventually address the most important issues that are turning off most modders.

    Retard: "OOO! I can use the data editor to attach a bomb on all spaceships within an area and then after they've exploded, I can create a big bang on every single dead unit and then create a nebula which will form new galaxies and stars using gravity. Oh oh oh! A baneling has this ability!"

    ...

    Also, it just doesn't feel the same when maps published on Battle.net stay there permanently. We the users aren't in charge of what maps are popular anymore. It's not like in the old days when we could simply host a map, it appears on the custom map list, people jump into it, and then launch and have fun.

    I'm seriously depressed...{I'm done going Off-Topic}

    funny.. I agree

    Posted in: General Chat
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    posted a message on Possible to make the "center" of the unit like a radius?

    Basically.. I'm doing a "if unit enters/leaves region".. but the problem is.. if I bring example: a zergling right next to the region, even though it's head is inside the region, the center of the unit isn't.. therefore I have looked for a way to make the over radius of the unit fix this, I've messed with model radius also.. anyways.. I just want to make the center of the unit, the overall size of the unit basically. so even if just a part of the unit sweeps into the region, it is detected.

    any ideas on this?

    Posted in: Data
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    posted a message on Units aren't being created in "center" of regions.

    Can't figure out why it seems to be using the whole obstacle as some sort of weird offset.. Quick video, you'll see that the units don't create in the center. Any help guys?

    Posted in: Triggers
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    posted a message on Ability "blast" animation issues..

    Finally fixed it, thanks to onetwo's work I looked over..

    The fix included setting the actor host to custom and leaving it blank, along with setting the actor events to: effect.myeffect.start > at effect > create

    Posted in: Data
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    posted a message on [Contest] Out of Bounds

    just not enough time for me perhaps =( not yet anyways

    Posted in: Project Workplace
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