I am sorry but I am really novice in term of 3D modeling.
I did use Modify, attach and make them one object but the material panel still treat them as 2. (I choose Match Material ID to Material, condense material and ID when attach). The material still on the object after attach. I proceed to attach the staff to bone where it follow the animation and export.
But when reimport the product (to game or 3Ds Max) the staff is simply not there.
Is this my problem (don't know how to attach)?
update: I found out that I could import the staff as one mesh and material treat them as one. Not sure the difference though@ @
Also does that mean group or similar function will generally prevent the script to output normally?
I just install it a few days so it should be relatively clean. One thing is I also get 3Ds max9 AND 2013 (because the script don't support 2013 .........)
But my 3Ds Max 9 is install in D drive
I was trying to work on trigger on ability, finding solution on the Wiki. I would like to use Convert real to interger, but just can't found the category.
After searching a bit, I found out my trigger action miss out 5 category O_o They and the function belong to them can't search via "new action" window:
Conversion, logic, order, selection, string
Is this normal?
If it is, how could you enter the trigger script by hand?
The "target sort" does make it always target the closest range (thanks Soulfilcher!)
But it's less "forked" for the effect when close range, but functionality is more important : P
it still hit target behind main target though ,which is my main problem.
For putting it into set, which is what I describe in my post (sorry to be unclear:P)
Putting range validator on Effect, the problem is again the search will precede the range validation, when the search acquire target behind the main, it will simply not go off, hitting less target even though there are other target in range, . Target sort kind of help this but again it's not as "forked" as I wanted.
I try to limit the target range via changing the "Search:impact location" to the caster. The problem is it start to hit target behind the caster even I set the "Search: arc: to 120 (it always change to 119.xxx) Not sure why the arc don't work......
[Solved!] it work! It hit the target behind because the launch location was set to the target at default, after setting the to caster it work now : D!
Since the trigger using weapon damage, wouldn't it not able to absorb spell damage or damage from other (or consume energy according weapon damage instead of spell/non weapon damage)?
I am making a Forked lighting ability, the spell basically do damage to the target, as well as search additional 2 target from target around it and do damage.However there is 3 problem:
1) I try to use "Search: include" to make sure the damage always land on the target, but it seem only include it for search not sure targeting, thus the main target damage is done separately. Is there any more elegant resolution?
2) I try to limit the secondary target within the cast range (6) by putting in "Effect validator".
The Problem is the Search Precede the Validator, so the spell some time won't hit additional target as the search pick up unit behind the target (cast range+radius). Even when there is target between caster and target.
Is there anyway to limit search with validator or sorting priority?
Oh and just asking, the Search:Area Arc is referring the angle where the Caster is facing, not the target right?
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Oh I see, I can found that now and finish the trigger: D Thank you!
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I am sorry but I am really novice in term of 3D modeling.
I did use Modify, attach and make them one object but the material panel still treat them as 2. (I choose Match Material ID to Material, condense material and ID when attach). The material still on the object after attach. I proceed to attach the staff to bone where it follow the animation and export.
But when reimport the product (to game or 3Ds Max) the staff is simply not there.
Is this my problem (don't know how to attach)?
update: I found out that I could import the staff as one mesh and material treat them as one. Not sure the difference though@ @
Also does that mean group or similar function will generally prevent the script to output normally?
0
@Leruster: Go
It is! C:\Program Files\Autodesk\3ds Max 2011
I just install it a few days so it should be relatively clean. One thing is I also get 3Ds max9 AND 2013 (because the script don't support 2013 .........) But my 3Ds Max 9 is install in D drive
Not sure does that contribute to the problem:3
0
I was trying to work on trigger on ability, finding solution on the Wiki. I would like to use Convert real to interger, but just can't found the category.
After searching a bit, I found out my trigger action miss out 5 category O_o They and the function belong to them can't search via "new action" window:
Conversion, logic, order, selection, string
Is this normal? If it is, how could you enter the trigger script by hand?
0
The "target sort" does make it always target the closest range (thanks Soulfilcher!) But it's less "forked" for the effect when close range, but functionality is more important : P it still hit target behind main target though ,which is my main problem.
For putting it into set, which is what I describe in my post (sorry to be unclear:P) Putting range validator on Effect, the problem is again the search will precede the range validation, when the search acquire target behind the main, it will simply not go off, hitting less target even though there are other target in range, . Target sort kind of help this but again it's not as "forked" as I wanted.
I try to limit the target range via changing the "Search:impact location" to the caster. The problem is it start to hit target behind the caster even I set the "Search: arc: to 120 (it always change to 119.xxx) Not sure why the arc don't work......
[Solved!] it work! It hit the target behind because the launch location was set to the target at default, after setting the to caster it work now : D!
0
Hi,
I was edit the model of necromancer of WoW happily, everything work so well until export:
I was following http://www.sc2mapster.com/forums/resources/tutorials/31795-tutorial-wow-models-into-sc2-with-team-colors
I did put a few attachment point, add an weapon to him as well as adding alpha channel to most of his texture. Not sure what I have done wrong : (
0
Since the trigger using weapon damage, wouldn't it not able to absorb spell damage or damage from other (or consume energy according weapon damage instead of spell/non weapon damage)?
0
Hi,
I am making a Forked lighting ability, the spell basically do damage to the target, as well as search additional 2 target from target around it and do damage.However there is 3 problem:
1) I try to use "Search: include" to make sure the damage always land on the target, but it seem only include it for search not sure targeting, thus the main target damage is done separately. Is there any more elegant resolution?
2) I try to limit the secondary target within the cast range (6) by putting in "Effect validator". The Problem is the Search Precede the Validator, so the spell some time won't hit additional target as the search pick up unit behind the target (cast range+radius). Even when there is target between caster and target. Is there anyway to limit search with validator or sorting priority?
Oh and just asking, the Search:Area Arc is referring the angle where the Caster is facing, not the target right?