Yeah I already noticed that ... distance + external angles defines the formation around the unit.
But the solution I found is exactly what I needed. I knew it was right under my nose the problem was that
it's called Info - Button - Requirements so I was thinking that this was a button icon or something. It was after
I examined it closely I noticed that it's not just a button after all.
Thanks for the help guys.. I can't see any reputation system or something I can reward you with.
In the Arm Magazine ability double click the 'Ability - Info +' field, double click the ammo (In broodlord case it Broodling - Escort), then find the Info - Button - Requirement. Check out which requirement is selected there. In brood lord case it should be 'ArmBroodlingEscort'.
On the data editor go to Requirements tab and search for ArmBroodlingEscort (Unnamed) (broodlord case) requirement. Double click the Requirements+ field and there you should see a tree with requirement nodes where one of the nodes will be called Constant 2. Click on it and on the right change the field Value to 4 (or whatever number you like). There you go, now you got broodlord that can stack up to 4 broodlings at a time.
Thanks man... It's not what I really wanted to do but If I can't figure out another solution I'll use that.
What you do is make the magazine produce 2 missiles (broodlings) per broodling trained by setting the Info- Count to 2,
then you change the training ability of the broodlord to be able to train 2 broodlings simultaniously, that's when you change Queue count to 2.
What I want is the broodlord to produce it's broodlings as usual (1 per 2.5 sec) but except stacking 2 to be able to stack 4.
I want to create a broodlord that has 4 broodling escorting it rather than 2.
I checked the Arm Magazine ability (Broodlord Hangar or something like that) that the
broodlord has and I was able to set 4 external angles and the broodling start count
to 4, but when the broodlord shoots these 4 broodlings stacks up to 2 again, not 4.
I played with almost all the fields in this ability and no luck.
I looked at the abilities, the weapon , the effects the broodlord has a hundred times, and
I know that this field I'm looking for is right infront me and I miss it every time so please
tell me where is it.
I wanted to put some team color on an emissive map I got. So I did everything you said. Put alpha on the emissive map where I wanted the team color to be and the other left pure black. In 3ds max checked the Use alpha as team colour. In SC2 the model had no team color... There was black instead of team color. I tried filling the alpha channel with pure white, same thing happened.
I tried the same texture as diffusive map, checked the Use alpha as team colour and it worked in SC2 just fine.
I think that you can't use team colors on emissive map
Well I tried flipping the normals countless times each time checking what happens in SC2 (not just the previewer but in game) and no luck, the model still has some of it's textures screwed up.
It is actually an object, not the whole model.
EDIT: The two prism like are the 'doors' of the 'safe'. When I was making the model I created the first door and then cloned it and rotated it so I don't have to create the other one from scratch.
It is the cloned model that appears transparent.
Is it possible that the cloning screws up my model?
EDIT 2: The problem appears to be caused by the cloning of the object as I explained in EDIT. I deleted the cloned object and recreated it from scratch and now the model is fine in SC2.
I'm not sure that this solves the problem, so I'll leave it as unsolved.
EDIT: I've included a picture. The left side is a screenshot from sc2 and the right is the model rendered in 3ds max using about the same angle. The transparent areas can be seen when the picture is enlarged (I've marked one of them).
They are not fully transparent, It's more like the shadows from the inner part of the object are cast on the outside.
EDIT 2: That last thought got me thinkin so I set the No Shadows Cast flag on the model's material in 3ds max and now the polygons doesn't seem transparent anymore, but they still got different tint than the other.
I created a model using 3ds max and some of the polygons in SC2 are transparent.
The materials are all opaque and in 3ds max these polygons look fine.
I got no alpha on the textures (diffusive, specular, emissive maps).
If I have to put all the keyframes manually then I can do it without shrinking and expanding the animation lenght.
I was looking for a much more automated way than that.
The problem is that SC2 (or the exporter) creates scale animations on it's own. In 3ds max I do not use scale while animating
just rotation and transform.
@kailniris: Go I added keys every 10 degs and now it works fine (no scaling).
I was wondering if there is a function in 3ds max that will do that automatically, i.e. put keys every N frames so I don't have to do that for all the models I create. It's time consuming....
This is my first post and I'm glad I finally register on the forum.
There is a lot of cool stuff on this site. I found myself visiting first here when I
get stuck in my mapmaking, so I'd like to give my best to the people that created
this wonderful site and all the participant that keeps it go on.
I'd like you to excuse me from now on for my not so good english. It's not a native
language to me and I often make stupid mistakes...
Sooo... I'd like to ask something....
I have created an animation for my model in 3ds max - a simple 180 deg rotation +
Up-Down transition by the Z axis (It's an item model). In SC2 the animation works,
but it also scales, the model is constantly shrinking and expanding. In order to fix
that I read in a tutorial that I have to start by putting more keyframes in the animation and
see if it works better, but my animation is 3339 frames and I tried putting key frames
every 300th frame but it is still scaling.
So my question is: Is there a function in 3ds max that can put key frames every # of
frames in a completed animation?
0
@DrSuperEvil: Go
Yeah I already noticed that ... distance + external angles defines the formation around the unit. But the solution I found is exactly what I needed. I knew it was right under my nose the problem was that it's called Info - Button - Requirements so I was thinking that this was a button icon or something. It was after I examined it closely I noticed that it's not just a button after all.
Thanks for the help guys.. I can't see any reputation system or something I can reward you with.
0
I solved the problem.
In the Arm Magazine ability double click the 'Ability - Info +' field, double click the ammo (In broodlord case it Broodling - Escort), then find the Info - Button - Requirement. Check out which requirement is selected there. In brood lord case it should be 'ArmBroodlingEscort'.
On the data editor go to Requirements tab and search for ArmBroodlingEscort (Unnamed) (broodlord case) requirement. Double click the Requirements+ field and there you should see a tree with requirement nodes where one of the nodes will be called Constant 2. Click on it and on the right change the field Value to 4 (or whatever number you like). There you go, now you got broodlord that can stack up to 4 broodlings at a time.
0
@ChaosBerserker: Go
Thanks man... It's not what I really wanted to do but If I can't figure out another solution I'll use that.
What you do is make the magazine produce 2 missiles (broodlings) per broodling trained by setting the Info- Count to 2, then you change the training ability of the broodlord to be able to train 2 broodlings simultaniously, that's when you change Queue count to 2.
What I want is the broodlord to produce it's broodlings as usual (1 per 2.5 sec) but except stacking 2 to be able to stack 4.
0
I want to create a broodlord that has 4 broodling escorting it rather than 2.
I checked the Arm Magazine ability (Broodlord Hangar or something like that) that the broodlord has and I was able to set 4 external angles and the broodling start count to 4, but when the broodlord shoots these 4 broodlings stacks up to 2 again, not 4. I played with almost all the fields in this ability and no luck.
I looked at the abilities, the weapon , the effects the broodlord has a hundred times, and I know that this field I'm looking for is right infront me and I miss it every time so please tell me where is it.
0
@Riaction: Go
I wanted to put some team color on an emissive map I got. So I did everything you said. Put alpha on the emissive map where I wanted the team color to be and the other left pure black. In 3ds max checked the Use alpha as team colour. In SC2 the model had no team color... There was black instead of team color. I tried filling the alpha channel with pure white, same thing happened.
I tried the same texture as diffusive map, checked the Use alpha as team colour and it worked in SC2 just fine.
I think that you can't use team colors on emissive map
0
@Damytria: Go
Well I tried flipping the normals countless times each time checking what happens in SC2 (not just the previewer but in game) and no luck, the model still has some of it's textures screwed up. It is actually an object, not the whole model.
@crazyfingers619: Go
I attached the wireframe
EDIT: The two prism like are the 'doors' of the 'safe'. When I was making the model I created the first door and then cloned it and rotated it so I don't have to create the other one from scratch. It is the cloned model that appears transparent. Is it possible that the cloning screws up my model?
EDIT 2: The problem appears to be caused by the cloning of the object as I explained in EDIT. I deleted the cloned object and recreated it from scratch and now the model is fine in SC2. I'm not sure that this solves the problem, so I'll leave it as unsolved.
0
I have the same problem...
What do you mean by multi/sub layer material?
0
@tigerija: Go
It is not. All the faces are ok in 3ds max...
EDIT: I've included a picture. The left side is a screenshot from sc2 and the right is the model rendered in 3ds max using about the same angle. The transparent areas can be seen when the picture is enlarged (I've marked one of them).
They are not fully transparent, It's more like the shadows from the inner part of the object are cast on the outside.
EDIT 2: That last thought got me thinkin so I set the No Shadows Cast flag on the model's material in 3ds max and now the polygons doesn't seem transparent anymore, but they still got different tint than the other.
0
I created a model using 3ds max and some of the polygons in SC2 are transparent. The materials are all opaque and in 3ds max these polygons look fine. I got no alpha on the textures (diffusive, specular, emissive maps).
What could cause this and how can I fix it?
0
@PermaG: Go
I couldn't find a feature like this in 3ds max.
@crazyfingers619: Go
If I have to put all the keyframes manually then I can do it without shrinking and expanding the animation lenght. I was looking for a much more automated way than that.
@Kanaru: Go
The problem is that SC2 (or the exporter) creates scale animations on it's own. In 3ds max I do not use scale while animating just rotation and transform.
@tigerija: Go
I'll search for plugins, thanks.
0
@kailniris: Go I added keys every 10 degs and now it works fine (no scaling).
I was wondering if there is a function in 3ds max that will do that automatically, i.e. put keys every N frames so I don't have to do that for all the models I create. It's time consuming....
0
@BasicGear: Go
Search for Triggering Unit in functions.
Your if statement must look like this
if Unit Type of (Triggering Unit) == Marine then ...
This will return true if the unit that died is a marine.
0
Hi,
This is my first post and I'm glad I finally register on the forum. There is a lot of cool stuff on this site. I found myself visiting first here when I get stuck in my mapmaking, so I'd like to give my best to the people that created this wonderful site and all the participant that keeps it go on.
I'd like you to excuse me from now on for my not so good english. It's not a native language to me and I often make stupid mistakes...
Sooo... I'd like to ask something.... I have created an animation for my model in 3ds max - a simple 180 deg rotation + Up-Down transition by the Z axis (It's an item model). In SC2 the animation works, but it also scales, the model is constantly shrinking and expanding. In order to fix that I read in a tutorial that I have to start by putting more keyframes in the animation and see if it works better, but my animation is 3339 frames and I tried putting key frames every 300th frame but it is still scaling.
So my question is: Is there a function in 3ds max that can put key frames every # of frames in a completed animation?