(Mostly Terran) Kitbashes, some sound files. All kitbashes posted here are for public use, but please credit me in whatever they are being used for. :)
I'm trying to use your Police model the model shows them holding the gun I make a custom model and then make my officer unit add the custom model and they're standing there without their guns. But when I give them orders they move or attack guns appear. What am I doing wrong (sorry if this is confusing I'm unsure myself what's going on).
Hello, the Police Trooper has 'Cover' animations that have them unarmed. I'm going to assuming you gave the custom model to a dupe of the Marine because they by default play the 'Cover' animation (which removes the shield by default, the animation is stopped when the Combat Shield upgrade is added) To fix this, go into the Actor's Actor Events and remove the actor events that make it play the cover animations.
That heavy gunner model that was fixed, should the gun be lower when it's idle? when the unit is not touched it does an animation, and at the end of that animation the gun rises up by a lot. and when set on marines the marines do an odd attack animation when idle. I tested this on tychus. seems odd, might work for hero's but not if you have like an army. animation should be closer to tychus when idle and walking?
When I get around to it. The issue is the gun being held vertical (up)when the model is idling (standing/ not moving) when I feel it should be in a ready position being raised horizontaly (facing target/at the hip). I'm neutral with the gun being carried vertically (up) when moving/walking as that looks right.
REGARDING THE MARINE PORTRAIT VARIATIONS PACK Model variations for portraits do not work as I originally thought they did (reminder to always test in-game before uploading anything), instead of varying per unit (like I thought they did), they instead vary whenever that portrait is 'created' (whenever it shows up on screen, like when selecting a marine and the portrait appears) which means that even when selecting and deselecting the same marine the portrait will be random every single time, and when tabbing through different marines their portraits will be the same as each other (since the portrait remains on screen and is never removed, and therefore cannot be 'created' again). TL;DR Model variations for portraits don't work how I thought they did, you can still use these for individual marines like heroes or something but they will not work as I described for random portraits.
HOWEVER It is possible to still implement random portraits through unit model variations and actor events (look at how the Dark Templar actor does it). I will be posting a Marine Variations pack for this exact purpose.
I've used your Tacticool Trooper animations for my Tosh's Goons elite Trooper. Credit has been given. Thank you very much for making such cool animations.
It appears that one of the diffuse textures is incorrectly named 'battlecruisergiant_blackops_addons_diff' when the texture path of the model needs 'battlecruisergiant_blackops_addon_diff'
I'll upload another version that's fixed in a bit but for now it should be simple enough for you to rename that one diffuse texture
I'm trying to use your Police model the model shows them holding the gun I make a custom model and then make my officer unit add the custom model and they're standing there without their guns. But when I give them orders they move or attack guns appear. What am I doing wrong (sorry if this is confusing I'm unsure myself what's going on).
In reply to rbloir:
Hello, the Police Trooper has 'Cover' animations that have them unarmed. I'm going to assuming you gave the custom model to a dupe of the Marine because they by default play the 'Cover' animation (which removes the shield by default, the animation is stopped when the Combat Shield upgrade is added)
To fix this, go into the Actor's Actor Events and remove the actor events that make it play the cover animations.
That police trooper reminds of dead space 2 police suits, amazing!
What attachment point did you make for the Gun Turret's weapon?
I am using Weapon:Center and it makes addional launch model at the bottom of the turret
In reply to RaptorKirad:
You can check attachment points in the cutscene editor by right-clicking the model and selecting 'Show Model Data'
That heavy gunner model that was fixed, should the gun be lower when it's idle? when the unit is not touched it does an animation, and at the end of that animation the gun rises up by a lot. and when set on marines the marines do an odd attack animation when idle. I tested this on tychus. seems odd, might work for hero's but not if you have like an army. animation should be closer to tychus when idle and walking?
In reply to FreezingAcidRain:
I don't think I fully understand what you're saying
Are you on Discord? If so could you send me a video of the animation you're talking about?
In reply to miazmatic:
When I get around to it. The issue is the gun being held vertical (up)when the model is idling (standing/ not moving) when I feel it should be in a ready position being raised horizontaly (facing target/at the hip). I'm neutral with the gun being carried vertically (up) when moving/walking as that looks right.
REGARDING THE MARINE PORTRAIT VARIATIONS PACK
Model variations for portraits do not work as I originally thought they did (reminder to always test in-game before uploading anything), instead of varying per unit (like I thought they did), they instead vary whenever that portrait is 'created' (whenever it shows up on screen, like when selecting a marine and the portrait appears) which means that even when selecting and deselecting the same marine the portrait will be random every single time, and when tabbing through different marines their portraits will be the same as each other (since the portrait remains on screen and is never removed, and therefore cannot be 'created' again).
TL;DR
Model variations for portraits don't work how I thought they did, you can still use these for individual marines like heroes or something but they will not work as I described for random portraits.
HOWEVER
It is possible to still implement random portraits through unit model variations and actor events (look at how the Dark Templar actor does it).
I will be posting a Marine Variations pack for this exact purpose.
Nice marine portrait variation.
Hi.
I've used your Tacticool Trooper animations for my Tosh's Goons elite Trooper. Credit has been given. Thank you very much for making such cool animations.
Hello Miazmatic,
Here you can find a portrait for your awesome Junker Firebat: https://www.sc2mapster.com/projects/davespectres-assets/files/2959338
In reply to DaveTheSpectre:
Thanks! I have updated the Junker Firebat's description to include the link to your portrait.
In reply to miazmatic:
Good :)
You think I'm awesome ? Thank you then, I personally don't think I am xD
I have done it... I have crossed the line... There is no way back...
Advertsement:
https://www.sc2mapster.com/projects/gumbas-asset-hive/files/2949964
That's where you get buttons and wireframes for this stuff.
The battlecruiser has a missing texture
In reply to Gumba_54:
Somebody else has also reported this issue. I'm very limited in how I can troubleshoot it but I'll see if I can figure out what's happening.
In reply to Gumba_54:
It appears that one of the diffuse textures is incorrectly named 'battlecruisergiant_blackops_addons_diff' when the texture path of the model needs 'battlecruisergiant_blackops_addon_diff'
I'll upload another version that's fixed in a bit but for now it should be simple enough for you to rename that one diffuse texture
Congratulations, I'll make you a wireframe pack.
Please do not resist.
Junker firebat and herc look great, they almost seem ready for glorious meelee combat