I was able to find the mineral and vespane icons in the ui section of the data editor but I can't seem to find the supply icons.. where are they or do I just need to over write the textures?
I'm having an issue getting my alpha channel texture (for my ribbon particle emmiter) to export along with my diffuse for the current model I am working on.
It is not essential to have this texture, but it would be really nice. I have gotten it to show up in the preview in the cutscene editor before, so I do know that it is possible that it works.
I have discovered that exporting with files stored on G drive doesn't work, essentially everything has to be on the same drive in order for the export to work?
This isn't a big deal either, but it is kind of a hassle.
Here's an image of the various problems in different variations in trying to export the model.
I thought there was an issue with the settings of 3DS max or the texture itself, but it's apparent now that it simply isn't exporting to a .dds and being incorporated into the mod.
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Alright thanks, didn't know about that
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So I got to add a weapon to the unit, and it magically fixes the texture?
Right.
Thanks for your help c: The editor still eludes me in many ways.
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I have noticed that the Starcraft Universe homepage links to an arcade map, and it will launch Sc2 for you..
http://www.upheavalarts.com/starcraftuniverse/
How do you go about doing this?
Thanks
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I was able to find the mineral and vespane icons in the ui section of the data editor but I can't seem to find the supply icons.. where are they or do I just need to over write the textures?
Thanks
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I solved this...
I did not specify a condition for the selected unit in the triggers that add the actor.
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I am using the Point Defense drone range indicator in order to indicate the weapon range of 2 different units.
I have made 2 copies of this range actor, yet I cannot change one without effecting the other/ can't use the other one.
Also, when I change the range in the weapon for one unit, it effects the other unit's range.
I add the actor via a trigger to a unit when it is selected, and I am definitely specifying different actors to different units..
Ideas?
Thanks
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Well, the ribbon texture is included in the mod now.. But still doesn't work.
And no I haven't tried that, I don't see what good it would do.
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How would I go about changing the supply icon for protoss?
I can't seem find that in the Game UI Data..
Thanks
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I still don't get any textures to export when exporting..
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I noticed the following error when trying to export again...
15 Error Texture found which has mipmaps and isn't a power of 2: 07 - Default
The ribbon texture is 48x48... Does it need to be 32x32 or 64x64 in order to play nicely?
...Turns out it helped, but still no ribbon in game.. :/ (commit shows no errors)
-Update-
However, the ribbon_trail.dds now shows up within the archive for the first time.. I'll do some more digging
Tried making another ribbon_trail.png... didn't help, also tried tga... (was able to do 24 bpp (as it likes?).. Still nothing.
This is a rather small part of my project, but I want to be able to use particles elsewhere of course...
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Switched to another pc... same issue...
Here's the source files... Maybe you will have better luck?
Thanks
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I'm not exactly sure where these .dds files are supposed to show up.. but they aren't...
If I try to export without "Use Mopaq Paths" 3DS max crashes...
When exporting there is no mention of any textures being converted, yet "Make DDS Files" is check marked.
I have no idea whats going on..
Thanks
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I'm having an issue getting my alpha channel texture (for my ribbon particle emmiter) to export along with my diffuse for the current model I am working on.
It is not essential to have this texture, but it would be really nice. I have gotten it to show up in the preview in the cutscene editor before, so I do know that it is possible that it works.
I have discovered that exporting with files stored on G drive doesn't work, essentially everything has to be on the same drive in order for the export to work? This isn't a big deal either, but it is kind of a hassle.
Here's an image of the various problems in different variations in trying to export the model.
I thought there was an issue with the settings of 3DS max or the texture itself, but it's apparent now that it simply isn't exporting to a .dds and being incorporated into the mod.
Thanks
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No, there are repeats..
I'm starting to think I will just make my own planets.. the ones I'm using don't rotate.. :/
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I am using some custom planet models that I found and have come to find that they cannot be selected in game?
I have also imported a model I made with art tools.. it is selectable, but not selectable via a selection box.
Ideas? Thanks