Ah, unfortunately it's gonna be a buildable unit that the player can build.
Worst case scenario, I have no units that will need to go up or down cliffs. I could make any unit that might walk across a bridge just ignore terrain height.
Heya. I'm trying to make a custom bridge from scratch. I seem to have it all figured out, except for one thing; when a unit walks into the bridge, that unit falls down to the lower level and walks around there.
I've read some of the other topics, and I see many people suggest using Doodad bridges. But my bridge has to be a unit. And there are other unit bridges that work, so I know this can work.
The unit bridge I'm looking at to try to figure this out is "Extending Bridge - NE - Height 8 - Wide - Extended". When a unit walks onto this unit-bridge, the unit's height stays perfectly level with the bridge surface, to the point that the unit smoothly walks up and down the angled edges of it.
However, no matter how long I examine that bridge and its actor, I can't figure out how it makes it do that.
How do the 'Extending Bridge - Extended' bridges make their units path at the correct height? How can I make my bridge do the same?
I have no idea what I did, but I got it to work now. I followed the instructions in the linked FAQ, and made the image semi-transparent, and saved it as DXT5. Then imported everything and put it in the right positions relative to Assets.
EDIT: I followed the instructions in this FAQ, but it isn't working.
EDIT EDIT: Whoa, okay, it worked. I just had the model in the wrong place. But even though I made the texture semi-transparent, the units are fully team-colored with no markings on them. And they're flashing bright colors randomly.
Heya. I'm trying to make the Warcraft 3 model 'War3_CityLowWall.m3' be tinted team-colored when used as a unit.
I created a model in the data editor and picked that file. Then I created an actor and chose the model I created. Then I created a unit (of type 'Structure'), and set the actor to that Unit Name, completing the chain.
Then I exported the texture that the model uses. ('war3_citystructures.dds') I looked at the texture for the armory in GIMP and saw that the only distinguishing characteristic is that it has transparency where the team colors are.
So I opened the exported texture in GIMP, used the Eraser tool to make the desired parts semi-transparent. (25% Opacity.) Exported the file as .dds (BC3/DXT5), imported it into the SC2 editor, and put it in Assets/Textures.
However, no team colors occur. I placed the unit in the map editor as different players (Red, Blue), and they all look the same.
How do you recolor a texture in GIMP to use team colors?
According to the quiz you posted at the end, I would have a 48% chance or being disqualified. :P (Developer still exists, or at least the publisher does. The guy who made the soundtrack also did Fallout 1 and 2's. Game elements would be prevalent. The sounds of buildings constructing and such. And anyone who played this game would recognize it instantly, though the game itself would kind of be a tribute to the original.)
I was looking up the guy who made it, and I was like "Oh shit, this guy did Fallout soundtracks too. Yeah that might get me in trouble there."
Edit: The developers only made the one game, but they shut down after.
Also whoa, what's that twisty turny pipe thing? Does it come in sections? I may have use for that if it does...
How did she get that thick fog effect?
EDIT: On the original topic, I think the most important thing I took away from this is that you can easily recolor models without having to export the models themselves. Just find the relevant texture that the model is hard-coded to search for, and import the desired texture using the same name. Then position it on the file tree where the model looks for it.
So all you're really doing is just overriding an existing texture so the model uses the new one.
Let's say I had an idea for a game I wanted to make that would be a re-creation of an old game. An attempt to bring a classic back to life. Let's say the game is dead and has been abandoned by the game company that made it. Let's say I wanted to use some sounds from the game, and (remixed) soundtracks from the game in my new map.
Let's also say I intend to enter it in the Rock the Cabinet contest, so there's no hoping that the usage of copyrighted material will slip under the radar.
Would it be possible or would my map just get banned right away? Would the game being abandonware help any?
I don't want to say what game it is, because I want it to be a surprise.
I've watched most of the replays as of right now. I need to go to bed, but when I get back up again, I'll finish watching them and then I'll start working on fixes and adding features.
This update is gonna be a big one. And yeah, I'm gonna make it so the gates are neutral and any Marines player can open them. I'm also gonna try to fix them so you can select them while they're closed.
I'm also gonna kill a bunch of birds with one stone by putting in a gathering/weapon building system for the marines. It'll give them something to do and fix a few other balance issues... but that's a surprise!
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I've just been stumbling on that very fact. Oh well, I guess it's off to the art forum to ask how to put those in using blender.
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Ah, unfortunately it's gonna be a buildable unit that the player can build.
Worst case scenario, I have no units that will need to go up or down cliffs. I could make any unit that might walk across a bridge just ignore terrain height.
0
Heya. I'm trying to make a custom bridge from scratch. I seem to have it all figured out, except for one thing; when a unit walks into the bridge, that unit falls down to the lower level and walks around there.
I've read some of the other topics, and I see many people suggest using Doodad bridges. But my bridge has to be a unit. And there are other unit bridges that work, so I know this can work.
The unit bridge I'm looking at to try to figure this out is "Extending Bridge - NE - Height 8 - Wide - Extended". When a unit walks onto this unit-bridge, the unit's height stays perfectly level with the bridge surface, to the point that the unit smoothly walks up and down the angled edges of it.
However, no matter how long I examine that bridge and its actor, I can't figure out how it makes it do that.
How do the 'Extending Bridge - Extended' bridges make their units path at the correct height? How can I make my bridge do the same?
0
I have no idea what I did, but I got it to work now. I followed the instructions in the linked FAQ, and made the image semi-transparent, and saved it as DXT5. Then imported everything and put it in the right positions relative to Assets.
I'm not sure what I was doing wrong before.
0
Can that be done in Blender with the m3 importer?
I don't have $3000.
EDIT: I followed the instructions in this FAQ, but it isn't working.
EDIT EDIT: Whoa, okay, it worked. I just had the model in the wrong place. But even though I made the texture semi-transparent, the units are fully team-colored with no markings on them. And they're flashing bright colors randomly.
0
Heya. I'm trying to make the Warcraft 3 model 'War3_CityLowWall.m3' be tinted team-colored when used as a unit.
I created a model in the data editor and picked that file. Then I created an actor and chose the model I created. Then I created a unit (of type 'Structure'), and set the actor to that Unit Name, completing the chain.
Then I exported the texture that the model uses. ('war3_citystructures.dds') I looked at the texture for the armory in GIMP and saw that the only distinguishing characteristic is that it has transparency where the team colors are.
So I opened the exported texture in GIMP, used the Eraser tool to make the desired parts semi-transparent. (25% Opacity.) Exported the file as .dds (BC3/DXT5), imported it into the SC2 editor, and put it in Assets/Textures.
However, no team colors occur. I placed the unit in the map editor as different players (Red, Blue), and they all look the same.
How do you recolor a texture in GIMP to use team colors?
0
Aw, it looks awesome, but I was hoping it would come in cross or T shapes too.
0
According to the quiz you posted at the end, I would have a 48% chance or being disqualified. :P (Developer still exists, or at least the publisher does. The guy who made the soundtrack also did Fallout 1 and 2's. Game elements would be prevalent. The sounds of buildings constructing and such. And anyone who played this game would recognize it instantly, though the game itself would kind of be a tribute to the original.)
I was looking up the guy who made it, and I was like "Oh shit, this guy did Fallout soundtracks too. Yeah that might get me in trouble there."
Edit: The developers only made the one game, but they shut down after.
0
Wow, that looks amazing.
Also whoa, what's that twisty turny pipe thing? Does it come in sections? I may have use for that if it does...
How did she get that thick fog effect?
EDIT: On the original topic, I think the most important thing I took away from this is that you can easily recolor models without having to export the models themselves. Just find the relevant texture that the model is hard-coded to search for, and import the desired texture using the same name. Then position it on the file tree where the model looks for it.
So all you're really doing is just overriding an existing texture so the model uses the new one.
0
Ah, gotcha. Thank you for the responses.
That complicates things a bit. Though I already suspected they'd be complicated like that.
0
Unfortunately, the game I'm thinking of is not a Blizzard game. So no assets from the old game allowed?
What about remixed soundtracks? Does that become fair use if you mix or remix it?
EDIT: My idea for the soundtrack is to mash it together with Starcraft 2 soundtracks so the music is hybridized between the old game and Starcraft.
0
Let's say I had an idea for a game I wanted to make that would be a re-creation of an old game. An attempt to bring a classic back to life. Let's say the game is dead and has been abandoned by the game company that made it. Let's say I wanted to use some sounds from the game, and (remixed) soundtracks from the game in my new map.
Let's also say I intend to enter it in the Rock the Cabinet contest, so there's no hoping that the usage of copyrighted material will slip under the radar.
Would it be possible or would my map just get banned right away? Would the game being abandonware help any?
I don't want to say what game it is, because I want it to be a surprise.
0
Last night, I uploaded a patch that fixes the vast majority of the bugs that I'm aware of. Though there's probably more I don't. :P
Hope you guys enjoy the improved intro skipping. Keep the feedback coming. Next I'll put in more for marines to do.
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I've watched most of the replays as of right now. I need to go to bed, but when I get back up again, I'll finish watching them and then I'll start working on fixes and adding features.
This update is gonna be a big one. And yeah, I'm gonna make it so the gates are neutral and any Marines player can open them. I'm also gonna try to fix them so you can select them while they're closed.
I'm also gonna kill a bunch of birds with one stone by putting in a gathering/weapon building system for the marines. It'll give them something to do and fix a few other balance issues... but that's a surprise!
0
Either way though, thank you for giving it a try. I'll post again when I've done some major updating.