Ive found out that it has something to do with textures beeing assigned to the model. If I have no textures at all assigned to the model and export it, the bug does not happen. It doesnt even have to be a custom texture for it to break, if I simply export it with the texture path set to a normal SC2 texture, it still breaks.
Edit: Could anyone with access to the SC2 Art Tools maybe take a look at a problematic model and see what measures need to be taken to fix the bug? I could send you one of the models that cause these issues, obv.
sc1 were sprites as far as i know. jeah blizz should put mods up with all their models as they did with wc3.
SC1 used sprites that were based on 3D models. Meaning, they have a 3D model and then put pictures of said 3D models into the game as a sprite animation. I would LOVE to see some of the original 3D models used to create the SC1 sprites, I bet they look fascinating when viewed in actual 3D.
Also, I would love to get my hands on the original cinematic zealot used in SC1...
I would like to bring a bizarre graphical bug to the attention of everybody that has been introduced with the release of the LOTV patch.
Some custom models, mainly ones that were created/exported using printInĀ“s m3 plugin for blender, now cause a weird graphical glitch on OTHER doodads, units and even cliffs that causes them to turn black. However, the imported model itself will display just fine.
The glitch just occurs on other doodads and units as soon as you put the model onto an actor that is currently placed on the map (be it a doodad or a unit). As soon as you remove the model from the actor, the graphics turn fine again. The glitch also disappears again if you simply remove all units/doodads from the terrain that have the bug-causing model.
This bug happens both ingame and in the editor. Note how the graphical glitch isnt consistent, as soon as you refresh the editor it will happen to different models.
Is anyone else experiencing this? Does anyone have any idea or clues as to why this is happening and how to fix it?
Help with this would be greatly appreciated.
Edit:
Ive found out that it has something to do with textures beeing assigned to the model. If I have no textures at all assigned to the model and export it, the bug does not happen. It doesnt even have to be a custom texture for it to break, if I simply export it with the texture path set to a normal SC2 texture, it still breaks.
Could anyone with access to the SC2 Art Tools maybe take a look at a problematic model and see what measures need to be taken to fix the bug? I could send you one of the models that cause these issues, obv.
And it wouldn't surprise me if Blizz is purposely not showing how many players are sitting in each lobby. I think they'd be worried that if too many people are looking for almost-full games, the emptier games will never fill up at all.
This is the case. Showing how many people are in a lobby is a very bad idea when you really think about it because it will just lead to a "the rich get richer, the poor get poorer" situation. Its smart to not show the numbers.
Uhm... how is the new chat superior to the current chat version? It just looks more clunky and less organized. I hope the chat windows are a permanent part of the UI now that cannot be easily closed, otherwise the changes to the chat are very superficial.
Aside from that, its looks great. I dont have a problem with the current Arcade system, I think its great and very functional, but the new one looks maybe just abit sleeker. Also, this is the first time the menu screens in SC2 also actually look cool and not like half-assed beta versions.
Did anyone noticed that the model used for the Ultralisk on the LotV trailer is not the same of the hoooooly shit giant Ultralisk on steroids (Omegalisk ???) from Heart of the Swarm , but is the HD model used on the Leviathan ? Obviously it faced a brutal upgrade, but it's still a recycled model, i don't know what they made this choice (you can see clearly that is the campaign model when the ultra unburrow and lifts up the Godly Archon), i think they choosed this because a smaller Ultralisk is more agile, the other one was so heavy that he had to throw away the viking instead of slicing it (i know that it was a move from the cutscene concept art sketch), or maybe the model was really too huge to can interact correctly with the Archon and do that badass fight and they choosed this one "smaller", not so much, an HT is 3 m, an archon is more of 6 and that ultralisk was two times bigger of the archon, if not more, so i can say 16 or more meters and the hots one 22 / 25 meters
CE Box and cool stuffs, i purchased it on amazon.uk, no italian field manual <.<
What makes you say its a different model? In terms of 3D, size, as in scale, doesnt exist. Every model, regardless of its complexity, can be any size the designer wants it to be, its as simple as changing a value in the 3D tool thats beeing used. If anything, the campaign model of the Ultralisk is simply a downgraded version of the cinematic Ultralisk used in the cinematics.
So... what is this? The dragoon is back? Or did you make this? In any case, looks awesome. Like, that is a great fucking model. Much better then most other Protoss models in Starcraft 2 (and maybe better than all of them). Also helps that the dragoon was always one of my most favorite units in Starcraft.
Carriers win, no contest, as is with everything Protoss related in the lore. Protoss technology is just too advanced for a battlecruiser to stand a chance. A single Protoss is basically supposed to be an ultra formidable force in the lore - but its balanced out due to the fact that there are so few of them.
Thats one of the most disappointing things about SC2: The towering power of the Protoss is never once accurately displayed.
0
Ive found out that it has something to do with textures beeing assigned to the model. If I have no textures at all assigned to the model and export it, the bug does not happen. It doesnt even have to be a custom texture for it to break, if I simply export it with the texture path set to a normal SC2 texture, it still breaks.
Edit: Could anyone with access to the SC2 Art Tools maybe take a look at a problematic model and see what measures need to be taken to fix the bug? I could send you one of the models that cause these issues, obv.
0
SC1 used sprites that were based on 3D models. Meaning, they have a 3D model and then put pictures of said 3D models into the game as a sprite animation. I would LOVE to see some of the original 3D models used to create the SC1 sprites, I bet they look fascinating when viewed in actual 3D.
Also, I would love to get my hands on the original cinematic zealot used in SC1...
0
Heyho,
I would like to bring a bizarre graphical bug to the attention of everybody that has been introduced with the release of the LOTV patch.
Some custom models, mainly ones that were created/exported using printInĀ“s m3 plugin for blender, now cause a weird graphical glitch on OTHER doodads, units and even cliffs that causes them to turn black. However, the imported model itself will display just fine.
The glitch just occurs on other doodads and units as soon as you put the model onto an actor that is currently placed on the map (be it a doodad or a unit). As soon as you remove the model from the actor, the graphics turn fine again. The glitch also disappears again if you simply remove all units/doodads from the terrain that have the bug-causing model.
This bug happens both ingame and in the editor. Note how the graphical glitch isnt consistent, as soon as you refresh the editor it will happen to different models.
Is anyone else experiencing this? Does anyone have any idea or clues as to why this is happening and how to fix it?
Help with this would be greatly appreciated.
Edit: Ive found out that it has something to do with textures beeing assigned to the model. If I have no textures at all assigned to the model and export it, the bug does not happen. It doesnt even have to be a custom texture for it to break, if I simply export it with the texture path set to a normal SC2 texture, it still breaks.
Could anyone with access to the SC2 Art Tools maybe take a look at a problematic model and see what measures need to be taken to fix the bug? I could send you one of the models that cause these issues, obv.
0
TL:DR; Dont use 64 bit version, ever.
0
This is the case. Showing how many people are in a lobby is a very bad idea when you really think about it because it will just lead to a "the rich get richer, the poor get poorer" situation. Its smart to not show the numbers.
0
Uhm... how is the new chat superior to the current chat version? It just looks more clunky and less organized. I hope the chat windows are a permanent part of the UI now that cannot be easily closed, otherwise the changes to the chat are very superficial.
Aside from that, its looks great. I dont have a problem with the current Arcade system, I think its great and very functional, but the new one looks maybe just abit sleeker. Also, this is the first time the menu screens in SC2 also actually look cool and not like half-assed beta versions.
0
What makes you say its a different model? In terms of 3D, size, as in scale, doesnt exist. Every model, regardless of its complexity, can be any size the designer wants it to be, its as simple as changing a value in the 3D tool thats beeing used. If anything, the campaign model of the Ultralisk is simply a downgraded version of the cinematic Ultralisk used in the cinematics.
0
Kind of like the story in Starcraft 2 itself! HA!
... that joke would be funny if it wasnt so true...
I dont expect much anymore from the writing in SC2 to be honest, I just want to be a badass Protoss in LOTV like I always wanted to be.
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My god that is FUCKING AWESOME. The best cinematic for the best race. For me, Starcraft has always been about PROTOSS.
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Senpai noticed me!
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So... what is this? The dragoon is back? Or did you make this? In any case, looks awesome. Like, that is a great fucking model. Much better then most other Protoss models in Starcraft 2 (and maybe better than all of them). Also helps that the dragoon was always one of my most favorite units in Starcraft.
0
Ah fuck, thats not much better... Blizzard really has put no effort into the design of the Protoss in the entirety of Starcraft 2. Fuckin shit.
0
The disruptor has a new model? Not that ugly ball thing? Please confirm.
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Carriers win, no contest, as is with everything Protoss related in the lore. Protoss technology is just too advanced for a battlecruiser to stand a chance. A single Protoss is basically supposed to be an ultra formidable force in the lore - but its balanced out due to the fact that there are so few of them.
Thats one of the most disappointing things about SC2: The towering power of the Protoss is never once accurately displayed.
0
Alright, these replies are very helpfull, thanks alot! Doodads it will be, then.