I know I got this to work before, a long time ago, and now I can't make it work properly. I tried [if a unit exits a region, then send it back] but it has inaccurate results in that eventually, the units will chase enemies out of the region and not return.
I could've sworn there was a much easier solution to this with a simple tactical command. It's not "hold ground" because the units would never move no matter what. And in a regular passive state, they'll chase enemies all over the map. But there was something that would make them chase enemies, but only a certain range from their "defense" point, after which they would return to their original position.
You will need to change the names of all that stuff..... or your map will be banned.
secondly if your gonna make a game about making/ selling crystal meth I do believe you deserve to be shot. My brother is a junkie.... and I will curb stomp any mother fucker who glorifies hard core drugs in any way.... You have been warned
No custom modeling work needed here. (And if this can actually be done outside of a modeller, please let me know so I don't have to bug anyone here with this)
What I need is for KorhalFlag_00.m3 and KorhalFlag_02.m3 to have the same specs as KorhalFlag_01.m3. I want 00 and 02 to use their respective diffuse textures, Korhal_Flag.dds and Korhal_Flag3.dds for an alpha mask.
Also, less of a priority, but quite helpful if it's possible... there is something terribly odd about KorhalFlag_00's texturing. No matter how high I make the resolution of that texture, it still looks like an extremely over-compressed jpg, but high-res textures work fine for the other 2 variants. I'm guessing it's bad texture baking, but who knows? Strange that it's the only one of the 3 variants that has this issue though. This model also seems to have a slightly longer flag than the other two, which I don't need. I'm guessing this can be solved just by duplicating from one of the others, as I don't need the longer flag anyhow.
Here's what I need to do. I just need to tell the model to use the alpha channel in the texture, which by default some of the model's variants don't. Is there any way to do that without having to bring it into a modeling program? It'd be terribly easy if the previewer in the SC2 editor allowed for making changes, but alas, no go there, and I can't find anyway to do it in the data editor. I do not own anything recent that would even have the capability of working with game models, plus, I don't see how working with the variants is done in there.
Good thought. Also, after copying, how do you rotate what you copied? Well the side I want it to look like is the side that has start location 1 listed. So perfect 6 tiles diagonal from the corner.
Same way you copy. Just select the area you want to rotate and then use the rotate function. (trick is, you won't see a bounding box around the area you select. And if what you're rotating isn't a perfect square, you're going to see some oddities at the edges of your chosen area that will need manual fixing.
Just taking a guess, but are you sure you properly selected have the area you want to copy? Which side is the one you did manually?
I'm just looking at the line of symmetry and noticing that everything looks perfect except for one tile at the middle lava pool. Is it possible you just missed one 'sector' ?
Also, you realize you can paste over 'edited' parts of a map, right? As in, you don't have to undo when it doesn't look right. Just copy the 'bad' side and then paste it as many times as you need to. Should come out right with a bit of trial & error.
I had thought of just retexturing the road, but thought that such a drastic pattern would make for a terribly obvious repeating pattern.
However, that gave me an idea, provided that the roads support an alpha channel. If so, then I could possibly just have the road texture handle the painted lines, and manually paint the terrain beneath it. It wouldn't be perfect, but it would be much less obvious that the solid road was going into the holes in the terrain.
Is there anyway of punching a hole in a road, or a whole bunch of them? I'm trying to make a wartorn city, with impact craters on the terrain, but the terrain objects don't affect the roads and just vanish beneath them. Actual terrain modification makes the road follow down slopes which also looks off. Has anyone ever thought of a way to do this that actually looks good?
I want to have a group of marines essentially standing at attention. Not that they need to bring their hand up to their head, but I want them all to remain standing in a straight line, all facing in the same direction. In order to do that, I need some way to prevent the units from doing their generic random rotations. Is this possible?
I'm trying to manage a workaround for the custom textures glitch, thinking I might be able to just finish a map and then alter the base mpq's so I can at least see if custom skins (without loading them in as a new model) still works in-game despite the editor suffering from unrecoverable freezes, but I've found no way to do this. I even tried saving from within a custom map and then relaunching the game, only to find that my saved game was no longer there. Is SC2 REALLY that anal about only launching maps from the editor or from Bnet published maps?
I have this problem as well now, so it obviously hasn't been fixed. It's interesting to note though that this problem only happens with importing textures directly into the mpqs for reskinning models.
Using the editor to bring in new textures for terrain still works fine.
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I know I got this to work before, a long time ago, and now I can't make it work properly. I tried [if a unit exits a region, then send it back] but it has inaccurate results in that eventually, the units will chase enemies out of the region and not return.
I could've sworn there was a much easier solution to this with a simple tactical command. It's not "hold ground" because the units would never move no matter what. And in a regular passive state, they'll chase enemies all over the map. But there was something that would make them chase enemies, but only a certain range from their "defense" point, after which they would return to their original position.
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Start with Bioware.
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No custom modeling work needed here. (And if this can actually be done outside of a modeller, please let me know so I don't have to bug anyone here with this)
What I need is for KorhalFlag_00.m3 and KorhalFlag_02.m3 to have the same specs as KorhalFlag_01.m3. I want 00 and 02 to use their respective diffuse textures, Korhal_Flag.dds and Korhal_Flag3.dds for an alpha mask.
Also, less of a priority, but quite helpful if it's possible... there is something terribly odd about KorhalFlag_00's texturing. No matter how high I make the resolution of that texture, it still looks like an extremely over-compressed jpg, but high-res textures work fine for the other 2 variants. I'm guessing it's bad texture baking, but who knows? Strange that it's the only one of the 3 variants that has this issue though. This model also seems to have a slightly longer flag than the other two, which I don't need. I'm guessing this can be solved just by duplicating from one of the others, as I don't need the longer flag anyhow.
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Well, if that's the case, could I maybe trouble someone to make me a tweaked .m3 file?
(over to the request section)
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Here's what I need to do. I just need to tell the model to use the alpha channel in the texture, which by default some of the model's variants don't. Is there any way to do that without having to bring it into a modeling program? It'd be terribly easy if the previewer in the SC2 editor allowed for making changes, but alas, no go there, and I can't find anyway to do it in the data editor. I do not own anything recent that would even have the capability of working with game models, plus, I don't see how working with the variants is done in there.
0
Same way you copy. Just select the area you want to rotate and then use the rotate function. (trick is, you won't see a bounding box around the area you select. And if what you're rotating isn't a perfect square, you're going to see some oddities at the edges of your chosen area that will need manual fixing.
0
Just taking a guess, but are you sure you properly selected have the area you want to copy? Which side is the one you did manually?
I'm just looking at the line of symmetry and noticing that everything looks perfect except for one tile at the middle lava pool. Is it possible you just missed one 'sector' ?
Also, you realize you can paste over 'edited' parts of a map, right? As in, you don't have to undo when it doesn't look right. Just copy the 'bad' side and then paste it as many times as you need to. Should come out right with a bit of trial & error.
0
I had thought of just retexturing the road, but thought that such a drastic pattern would make for a terribly obvious repeating pattern.
However, that gave me an idea, provided that the roads support an alpha channel. If so, then I could possibly just have the road texture handle the painted lines, and manually paint the terrain beneath it. It wouldn't be perfect, but it would be much less obvious that the solid road was going into the holes in the terrain.
0
Is there anyway of punching a hole in a road, or a whole bunch of them? I'm trying to make a wartorn city, with impact craters on the terrain, but the terrain objects don't affect the roads and just vanish beneath them. Actual terrain modification makes the road follow down slopes which also looks off. Has anyone ever thought of a way to do this that actually looks good?
0
Very good. Worked perfect. TY.
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I want to have a group of marines essentially standing at attention. Not that they need to bring their hand up to their head, but I want them all to remain standing in a straight line, all facing in the same direction. In order to do that, I need some way to prevent the units from doing their generic random rotations. Is this possible?
0
Aye, and it turned out I didn't even need to try what I was doing. Finally got the textures to work OK.
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I'm trying to manage a workaround for the custom textures glitch, thinking I might be able to just finish a map and then alter the base mpq's so I can at least see if custom skins (without loading them in as a new model) still works in-game despite the editor suffering from unrecoverable freezes, but I've found no way to do this. I even tried saving from within a custom map and then relaunching the game, only to find that my saved game was no longer there. Is SC2 REALLY that anal about only launching maps from the editor or from Bnet published maps?
0
I have this problem as well now, so it obviously hasn't been fixed. It's interesting to note though that this problem only happens with importing textures directly into the mpqs for reskinning models.
Using the editor to bring in new textures for terrain still works fine.