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    posted a message on [Triggers] Setting Co-op Commander [Solved]
    Quote from Alevice: Go

    Depending on how often the get/set commander functions are used, you would be better of doing this. This is what has been done usually for Hero Bars triggers too

    Just wanted to follow up and say this is what I ended up doing. It wasn't so bad. A few things definitely had to be tweaked and some stuff had to be turned off because they involved protected functions, but I got it working. The main cool thing is that you can make it run in debug mode which gives you the ability to not only select your commander but also set their level and mastery. After that pretty much everything just works (except for the tooltips for the special protoss hero abilities on the upper bar which for some reason are protected), and the few bugs that crop up in the script error window while testing the map are fairly easy to deal with.

    Posted in: Triggers
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    posted a message on [Triggers] Setting Co-op Commander [Solved]

    So I am looking at making a custom co-op map, and I notice there's a template in the co-op triggers. Following the sequences of function calls it looks like the co-op trigger libraries are set up to automatically handle a lot of cool stuff (like tech trees, upgrades, hero call-outs of incoming attack waves or objectives, etc). Obviously all this could be manually recreated, but I was really hoping there would be a way to take advantage of what is already there.

    It looks like it should work, too, except that I can't see any way to set which commander each player is using. In an official map this would be picked from the co-op screen and the map then gets that data somehow from the BNet choice. I don't see a way to emulate that in a custom map. A function called Set Commander exists but cannot be called in non-official maps. I am not sure if there is another way around this (short of something drastic like creating local duplicates of all the campaign triggers and using those instead, which seems like it could go badly wrong).

    Anyone know of a way to make this work? If not, I guess I am stuck doing it all maually or just not having that stuff in my custom map. Which is okay, but I figured I would see about this first before giving up.

    Posted in: Triggers
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    posted a message on WC3 Model Conversion Transparency

    Sorry for the delayed response, been too sick to work on this for the last couple days.

    @Funky: I don't think you've actually understood what I am talking about. I am converting custom assets, not the standard WC3 assets that were made available.

    @TaylorMouse: Thanks for your reply. I tried several different numbers (between 1 and 5) for the Alpha Test Threshold and Priority values (the two below Mask/Blend), and I changed the drop-down under Color Operations in the bitmap settings for the Alpha Mask from Use RBG to Use A (which I think was what you said to do). Unfortunately, it doesn't seem to have made any difference. It still looks the same as in the screenshot I posted.

    Still stuck on this, appreciate any help. (Health is still bad though, so sorry if replies take time. :/)

    Posted in: Artist Tavern
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    posted a message on WC3 Model Conversion Transparency

    I've been converting some custom WCIII unit models to work with SC2, for a project I'm working on (for which I will be obtaining permissions for everything before I do anything with it, of course). I am using NeoDex and the SC2 Art Tools with 3DS Max 2011. It's been going fine so far, but I have run into a problem with textures on a couple of models. They're supposed to have transparent areas, but unlike the others I have come across (which have worked fine), these seem to have issues.

    I'm using the SC2 Standard Material with the material options set to Mask and Blend, with 2 Sided checked. I have the Diffuse and Alpha 1 maps set to the texture's DDS file. But in these cases it doesn't work like normal. Instead, it correctly eliminates the black (transparent) parts of the texture but causes the colored (solid) parts of the texture to be come see-through.

    Example Screenshot: https://www.dropbox.com/s/90hbttamax3gucn/Terrain%20001.jpg?dl=0

    I've only run into this problem on the archer model above and on a dryad model, so far. The other models I have converted seem to work fine using those settings. Not only that, but on the dryad model there are various textures using those settings that work fine (the colored parts remain solid) while other textures do not. I would assume it is a problem with specific textures, but the archer is using textures that other models use as well, which seem to work fine for them.

    So I am pretty confused. Are there some other settings I should be using in the material, or something?

    Posted in: Artist Tavern
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