• 0

    posted a message on Tutorial game variant

    Map -> Game Variants... Click on Player Attributes (Setup Teams)
    Map -> Game Attributes... setup attribute so you can determine what variant was picked in game

    Posted in: Miscellaneous Development
  • 0

    posted a message on WoW Model Viewer: Buildings??

    When your looking in the WMO files just search orc and most of them should appear.

    Buildings are a pain because they are WMO file and not .m3

    The WoW Model Viewer will crash a lot when viewing .WMO so be warned.

    Posted in: Art Assets
  • 0

    posted a message on Island Troll Tribe Remake Feedback

    Hey Everyone I just released my Map on BattleNet
    If anyone has about 10 minutes would you mind playing it and rating it as well?

    Its under Survival in the Arcade and its been posted to both US and EU

    Posted in: Map Feedback
  • 0

    posted a message on Pudgy Bear 3D Model

    Kinda reminds me of an Ewok from Star Wars

    Posted in: Artist Tavern
  • 0

    posted a message on The Thread of Science, Technology, Engineering, and Mathematics

    Aliens and Energy Technology Has lots of documents on technology that can be developed such as cars that run on water it is possible to find the movie online
    As well there are a lot of documents on the website

    which is not the History Channel if that is what you are implying

    I swear its on topic

    http://siriusdisclosure.com/

    Posted in: Off-Topic
  • 0

    posted a message on (Solved)Doodads not showing up in-game

    Sometimes if there not showing up in game it might be your video preferences.

    Try making sure that Shaders and Lighting are on High.

    Else im not sure at the moment.

    Posted in: Terrain
  • 0

    posted a message on [Mod] Orion

    This looks awesome is there anyway to modify the camera distance from the ground?

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on WoW Model-Pack Requests

    You can ignore the
    Body.tga
    Hair03_01.tga
    and
    humanmale.m3 in the root directory

    All you must do is ensure the directories match your texturepath

    It does not matter were the .m3 file is located
    It will search for the /HumanMale folder
    just ensure that the folders in the import editor match those on your computer
    Also make sure you spell them the same
    /Humanmale is different then /HumanMale or /Human Male or /humanmale

    and i always import textures first then save
    Then import the .m3 file

    Start from top left read 2 pictures and then read down

    I dont understand this "But because the model file wasn't imported, there was no core path."

    Posted in: Art Assets
  • 0

    posted a message on WoW Model-Pack Requests

    Here hope these help:

    Step 1:

    Step 2:

    Posted in: Art Assets
  • 0

    posted a message on WoW Model-Pack Requests

    well seems to work fine like i said they needed to be in the root folder issue right now is you can not have duplicate textures.
    The only way to fix it is to export the models with a different texturepath for example you could put
    /HumanMale when exporting from the WoW Model Viewer

    then in the import editor make sure you move the files to their right path

    Also all i did was import the textures first then the model
    wont work if the model is already imported you will have to remove it and re import it

    Posted in: Art Assets
  • 0

    posted a message on WoW Model-Pack Requests

    Another common issue is you must import the textures first then save the map
    make sure the textures are in correct path in the import editor

    If your saying the first image the textures attach then perhaps the textures belong in the root directory of your import editor
    Just make sure when you import the files to right click and hit move and type in the correct path
    which might be:
    /Assets/Textures
    or
    /Textures
    or
    /

    your issue might be you have them in ExportedModels/TestMage

    If its not your model and its not specified where the textures should go in the import hierarchy
    you can apply the texture using TextureSelectById you can just use the search function above to find out more information

    If your still unable to figure it out mind posting the models and ill fiddle around to help

    Posted in: Art Assets
  • 0

    posted a message on WoW Model-Pack Requests

    Check that your Textures are in the right place.
    If you exported the models yourself check Export Model -> Export Options...
    Then click the M3 Tab and make sure that the TexturePath matches what you have in the editor
    I think by default the textures go in Assets/Textures
    But if the path is different then the textures wont attach themselves to the model.

    If this doesn't help a picture might be good

    Posted in: Art Assets
  • 0

    posted a message on [Dialogs] Really Great Looking Dialogs, Part 1

    The typo is here:
    Dialog Height = (+ (cDialog Extra, (cButton Gap * nRows), (cButton Gap * (nRows - 1)))) <Integer>
    It should be:
    Dialog Height = (+ (cDialog Extra, (cButton Size * nRows), (cButton Gap * (nRows - 1)))) <Integer>

    Posted in: Tutorials
  • 0

    posted a message on (Request) Brood War Psi Disruptor

    Wow that is so epic i just had to post to let you know this is awesome!!!

    Posted in: Requests
  • 0

    posted a message on What lags more Unit or Doodad walls?

    In my map i have approximately 3,500 trees that are units doesnt seem to impact the gameplay to much havent fully tested it out yet on BattleNet though.

    i usually have all my settings on medium or low and it seems to work nice

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.