I used the textures without teamcolor, in this case, the alpha channel of diffuse maps are usually empty. You can added them if you need, but some models just really hard to find a place to do that, I think. For example, the character's whole meshes in the attachment are all textured and I don't know which place should be teamcolored. A different colored model may looks weird to the originalworks.
But if the requestion asked that there should be a team color map, I will reserve places for it when design the unit.
Time scale is possible if you set up in the particle emitters I guess, there is a check box under MIsc to control this. But I am only 75% sure of that.
My partner finally finished her new SC2 map and start to alpha test. Good luck for her~
My models generally have three styles. The units lake charcaters, spaceships and something else have basic attachments, hit tests and bounds(PS: again, there is another bug of Galaxy Editor...the previewer can not show the bounds, but if you import the m3 to GE, it works well...) The second styles are verious effects like ribbons, UV offset effects and particles. The last ones are experimental and very unstable, they usually cause strange things...
All the characters use a protocol of my team contains Ref_Origin, Center, target, head, overhead, Weapon Left/Right, Vol_Shield, target. HitTestFuzzy and HitTestTight. We also have a special model as a basic template. All the animations for biped models are stored in m3a files, some of them are currency to most of our characters. But most characters do not have team color, weapons and particles, we believe that the characters for RPG game is hard to add team color for they always already having a very colorful textures, my partner also suggested that adding effects through attachments could be more freely.
The effects models are very simple, so most of them don't have basic attachments and other helpers. But we also have a template for them, so if you need them to be added, it is also very easy and quick.
Some of my models are still not good enough to SC2 and my computer is really a mess (I am too lazy to arrange the models and max files...). So if you guys think any of my models could be helpful to your projects, plz just PM me or reply here. I will upload them after that 0.0
Best wishes~
Sorry everyone, I don't have enough time to finish every model now. So I uploaded the lightsaber max file here so that you can adjust the details yourselves. I just got too many effects and models requestions these days. Really sorry.
There are two more effect models I am working on. The first came from the Particleillusions
Very smart idea, but looks not so easy to achive, here is a example, these two different unfold methods are different and not so easy to control by code.
I am not creating the box/boxes now, the guy who need this have other problems to deal with.
I am glad that you like it. All the style of the lightsaber like the transformaion or turnning on/off are stored in different animation and can be single used in the game. So it doesn't need to remove anything, just choose which you need in the editor. I will upload it later, the star tools has a bug and caused a small question when the saber being attached to other models.
Btw, the "saw like style", I try to use it as a cycle which the hero can capture the bad guys inside.
Hi, I created this today. My partner said that the flame in the previous model looked like the light saber. So I made a try, and added some "strange" function for her.
Almost finished. I designed it as a static defence weapon/vehicle which can be launch only once. This pictures show the vehicle carried a heavy plasm gun. Another type could carry and release a nuke.
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@Kueken531: Go
The 83# used a lot of my effect models and m3a files. But for now the game still don't have a English version.
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The ice gun.
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@Kueken531: Go
I used the textures without teamcolor, in this case, the alpha channel of diffuse maps are usually empty. You can added them if you need, but some models just really hard to find a place to do that, I think. For example, the character's whole meshes in the attachment are all textured and I don't know which place should be teamcolored. A different colored model may looks weird to the originalworks.
But if the requestion asked that there should be a team color map, I will reserve places for it when design the unit.
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I fixed a physic error of attack animation. Now the weapon has a reaction when fire and the rockets will keep working to offset it.
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@Eimtr: Go
I used another way to fix that, now the reaction when weapon firing can be offseted by the adjust rockets.
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@Zolden: Go
Time scale is possible if you set up in the particle emitters I guess, there is a check box under MIsc to control this. But I am only 75% sure of that.
My partner finally finished her new SC2 map and start to alpha test. Good luck for her~
Here are some pictures:
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Thanks for your compliments~
My models generally have three styles. The units lake charcaters, spaceships and something else have basic attachments, hit tests and bounds(PS: again, there is another bug of Galaxy Editor...the previewer can not show the bounds, but if you import the m3 to GE, it works well...) The second styles are verious effects like ribbons, UV offset effects and particles. The last ones are experimental and very unstable, they usually cause strange things...
All the characters use a protocol of my team contains Ref_Origin, Center, target, head, overhead, Weapon Left/Right, Vol_Shield, target. HitTestFuzzy and HitTestTight. We also have a special model as a basic template. All the animations for biped models are stored in m3a files, some of them are currency to most of our characters. But most characters do not have team color, weapons and particles, we believe that the characters for RPG game is hard to add team color for they always already having a very colorful textures, my partner also suggested that adding effects through attachments could be more freely.
The effects models are very simple, so most of them don't have basic attachments and other helpers. But we also have a template for them, so if you need them to be added, it is also very easy and quick.
Some of my models are still not good enough to SC2 and my computer is really a mess (I am too lazy to arrange the models and max files...). So if you guys think any of my models could be helpful to your projects, plz just PM me or reply here. I will upload them after that 0.0 Best wishes~
0
@JacktheArcher: Go
Sorry everyone, I don't have enough time to finish every model now. So I uploaded the lightsaber max file here so that you can adjust the details yourselves. I just got too many effects and models requestions these days. Really sorry.
There are two more effect models I am working on. The first came from the Particleillusions
0
@Zolden: Go
Very smart idea, but looks not so easy to achive, here is a example, these two different unfold methods are different and not so easy to control by code.
I am not creating the box/boxes now, the guy who need this have other problems to deal with.
0
@Zolden: Go
Plz try this, some animation are wrong when it is attached to a character. Really strange...
It may because the local coordinate system of SC2 force in 3dsmax, I will solve it later.
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@JacktheArcher: Go
I am glad that you like it. All the style of the lightsaber like the transformaion or turnning on/off are stored in different animation and can be single used in the game. So it doesn't need to remove anything, just choose which you need in the editor. I will upload it later, the star tools has a bug and caused a small question when the saber being attached to other models.
Btw, the "saw like style", I try to use it as a cycle which the hero can capture the bad guys inside.
0
Hi, I created this today. My partner said that the flame in the previous model looked like the light saber. So I made a try, and added some "strange" function for her.
0
@Zolden: Go
Good Work, a very useful "tool model".
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@Kailniris2: Go
http://www.sc2mapster.com/forums/development/artist-tavern/49267-sc2-particle-test-of-star-tools/?page=4#p64 I uploaded the model in 64# Really look forward to learn the texture skills from you. As you will see in the uploaded file, I am not good at textures and maps.
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@Kailniris2: Go
Almost finished. I designed it as a static defence weapon/vehicle which can be launch only once. This pictures show the vehicle carried a heavy plasm gun. Another type could carry and release a nuke.
So generally, I think it likes a smart mine.