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Kam
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  • The flying fortress looks both a little OP and a little too techy. I mean, I generate a slight modern aspect in the models. Spaceships though? Nah.

    As for the second request. I don't do textures. You can clearly see that because all my models are using ingame textures.
    The only ones that doesn't is the naval forces that currently all use the rubber duck texture because I fell in love with the rubber duck. ;D

    This is something you should ask someone who tends to work with their own textures often, like Red, for example.
    I will definitely take a look.

    I'm still fairly new to vJASS and I haven't used AIDS before, so don't expect this any time soon.
    Well, about the sphere, what animation do you want? Or just like the rest of the birth animation? If yes, you just need to create a new sequence in Sequence Manager. with difference frame from other sequences.

    About the effect, i dont know why i caused fatal error :/
    Hey Kam do you have a Warcraft II model pack and still that Warcraft I pack?
    I had some problems with my computer so some of my files are deleted. :/
    Oh and I'm still remaking Warcraft II.
    I cannot say I have heard of one: it's not exactly something I ever need ot deal with, have you tried filtering by region first, i.e. must be in playable map?
    Yup, Champara_Bros made it for the map. It's relatively simple though, I'm pretty sure any modeller would make it for you, if you asked them (Champara_Bros is offline, busy with his university studies, so I can't ask for his permission - but once again, it's a simple one)
    Hello, I am just a fellow mapmaker =)

    If you need anything, I might be able to help... hopefully.
    i'm not updating it. the v'hulcrem needed fix on the decay animation. probably gonna get to that this weekend. will be moderating the model section this weekend too.
    Sorry for not awswering, but Im not at home, so I not giving too much attention to my works (also I have the worst attention spam). How I can give you the archives?
    I think I cant, I reworking on the mesh and trying to not be lazy. I still wondering how to fit a cannon and three arms up there
    It doesn't go anywhere, I'm afraid. :p
    There's nowhere it can go; It's pretty much done! It just needs one final update to add all of those models(mostly SFX) that were made recently. But much more importantly, SoC needs to be released, and for that, we need Goblin! D:
    Its raining like doom here for almost three days, sometimes the computer go off, but will do soon.
    Uh, you should know that I am a perfectionist. This will complicate matters, as I wouldn't be able to let the UI slip by, with minor changes.

    Also, your suggestions wouldn't be done justice with said minor changes. In order to make the UI look coherent, especially style-wise, you'd have to re-do something around 50% of it. Otherwise, it wouldn't look "real" enough.

    The ideas themselves are very interesting, especially blood magic/arcane magic, but as I said, execution would take a long time (my current UI is in work for ~3 months now, and still quite far from being finished).

    Try to contact some other known users, capable of performing the necessary changes of the UIs you seek, this will probably highten your chances of getting your request done.
    What exactly would you have in mind?

    I am currently working on a whole custom UI myself, and I barely have time next to work, so I can not guarantee anything yet.
    the "fire pit" is made using glow models and and the "misc:flame grate" from the UTM
    Reputation (+1):
    (Post) Your join Date is August 2004 and you still haven't got a blue bar yet? well now you have =).
    Reputation (+2):
    (Bundle) Sometimes I see some guy's reputation, and then I see the effort you put on your maps, the inspiration you had drawing your techtrees, and after that, I check your reputation. Yeah, there is some unfair distribution around the Hive.
    Hey Kam
    got a problem here: with Frankster Banned, I'll need that High Elven Plasma Cannon for my Altered Melee So can you share with me?
    It seems Rommel hasn't been to THW for a year and a half... Do you know where he might be? :'C
    I'll see if I can get around it, not really a fan of Steam since its has extreme lag on the location of my country.
    another thing
    any chance that you a saved replay of a good enough match with the latest map
    if yes I'd like to have that first, need some practice :D
    Been busy with school, but otherwise pretty good.

    I spent this evening working on the Voodoo Temple just now. I redid the skin to use the piled rock texture, but the texture didn't look quite right where the circle came to a point at the top, so I imported a roof onto the building with my import tool.
    I also fixed the Stand Work animation to be like you said. Here's a WIP picture, I think the model is closing in on the point of being ready to use. Let me know how you feel about the new version and what should change:
    https://dl.dropbox.com/u/92572084/WIP3.png
    Doing it like that isn't the best way as it leaves room for just a slight optimisation. Change the following:

    // this part
    set x1 = GetUnitState(.casterUnit[this], UNIT_STATE_MANA) - .manaBuffer[this]
    if x1 <= 0.00 then
    call thistype.deactivate(.casterUnit[this])
    else
    call SetUnitState(.casterUnit[this], UNIT_STATE_MANA, x1) // Drains mana per tick
    endif

    to

    // this
    if GetUnitState(.casterUnit[this], UNIT_STATE_MANA) <= 10.00 then
    call thistype.deactivate(.casterUnit[this])
    endif

    It's located on line 463, under the implement CTTCExpire part. Then you should set the mana drain in the function to zero, and then just set the mana drain on the immolation spell itself. The reason it kept the buff and could move around is because the immolation object had no mana requirement.
    At the moment the spell seems to run quite smoothly when twelve instances are active. Most of the framerate drop is because of the special effects created. Try this one; it's immolate/unimmolate order based.
    Only a cooldown can prevent the cycling back to units that have it cast. I don't think Immolation will allow for a unique cast?

    I wasn't aware there was on lag cast. How does this version feel performance-wise?

    It's alright, don't worry about it. It's actually quite interesting to attempt to solve.
    Hi Kam :)
    thanks for the invitation, I'd be glad to play as and when I get time

    but more important than that would you like if I cast a few games from the tournament or what so ever small event we have ?
    I have a youtube channel dedicated to Warcraft 3 and I'm sure my subscribers would enjoy a little change in the game and you may never know we might get more people for it as well :D

    anyways here's the link to my channel : www.youtube.com/MrStormyZ
    ----------
    Edit: What about adding a requirement to the activation spell after it is cast so the button is greyed out until you click disable, at which point disable is greyed out?
    ----------
    A techtree requirement isn't possible because then all units will be affected. Techtree requirements are a player thing.


    ----------
    Edit 2: I see what the problem with casting is. The cooldown is being reset after the spell is cast, then after you cast it again the cool down takes affect. So you have to cast it twice on each unit before it moves down the unit que.
    ----------
    Ahh, yeah, I see it now. It's because I issue a stop order to the unit on cast/deactivate meaning it won't go into cooldown. I've fixed this now.

    Try this and see if it works well now.
    You could apply a cooldown for activation anyways :p

    Yes the function is in mana/sec. Well at the moment it just replays the set animation everytime you make an order. So I could make it periodically play an animation if you like.

    Yeah, there's a few flaws with it. Firstly, I'm pretty sure the spell will be cast by the unit on the very far left of the selected units (the first position unit). If that unit's ability is in cooldown, it will move onto the second. In this way, if the first unit's cooldown is reset before you order all, it'll just order that one to cast.
    (New VM because of character limit)

    If you like it like that, I can clean it up so it's ready for your map.
    I could edit it so it's specific to your map. Does the unit in your map (Warlock?) have enough space for an extra ability? If so I can make the Deactivate ability visible at all times. This way, all units have the same abilities and should be able to be selected all at once and ordered to cast the Surpress spell.

    So there'd be two abilities:

    Activate Surpress [Z]
    Deactivate Surpress [X]

    I can't add a techtree requirement (the Requirements: - activation) because it's for the entire player's units. If that's alright with you, I'll do it that way. Otherwise I will try to look into the immolation/unimmolation thing, although I doubt much success because it seems to be a Warcraft III thing.

    Test it out and tell me whether it works like this for you. At the moment, ordering the units doesn't work for unique casts if there's no cooldown. I fixed this by adding a long cooldown to deactivate and refreshing upon cast.
    Yeah, that would be a limitation of adding the disable and hiding the activation. There's one idea I have to fix this, but it's probably a bit much to achieve the effect.
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