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Spellbound
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  • R
    Can you help me with Ardenian's Workshop signature? :D
    A
    I cleaned the birth animation, seems the bones interfer each other, I will try to solve it
    I've read your VM about Missile.
    I come home tomorrow, then I can see what I can do.

    From now on please post questions about the resource in the Missile thread,
    because others may also have the same question. :)

    Cheers.
    Thanks!
    Hmm....There's something wrong here.The video automatically stop recording when it reaches 30 seconds.Can you tell me how to fix this?
    A
    Aight!

    Hm, the model does not appear in-game for me either...
    I have no idea why..
    A
    Well, just tell me in time when you do drop out.

    Yup, but I/you can easily change it with the mdx pather
    A
    Hey, continued a bit with the Birth animation.
    It is pretty exhausting, though I am confident I will make it, but if you drop out from the contest tell me please
    Hey,Spellbound.
    I got a question,how do you make those vids in the Techtree Contest?
    Because I would like to show the other guys in the contest how my cultist morph works.
    A
    Alright, I will focus my modelling on it next days and send you a new preview then
    A
    That's why I wanted consultation :)
    Well, I don't know then, maybe shrinking them, as in the original NE ba is fine ?
    A
    I thought about making them burst like the abomination death animation, for example, as reference, pieces flying around the ground.
    A
    Hey, it is going good with the Birth animation, haven't added a lot more yet, but there is one point requiring consultation: What about the final seconds ? Should the shrooms burst, shall they decay into the ground, ... ?
    1 is constant movement speed - as the API says it's a factor of the current movement speed as a percentage, what it controls is the base acceleration so that's what it's called, otherwise it'd have to be called percentagespeedcontrol or something ridiculous like that
    salvo power is the initial movement speed of the projectile - did you not read the API? It states that as much
    0 facing angle? the initial facing angle of the projectiles is given by the salvo setup - not the missiles themselves (SalvoAngles) with what you've set it to you should get an 18 degree variance between the launch angles of the projectiles centred about the facing angle of the launching unit - where they've had a complete 0 facing angle is another problem I have never experienced when working with the system
    it's fairly simple debugging, just follow the system and see what each variable is set to as it goes through the system
    the salvo system is pretty short - you'd just be following the activate attack function through to where the missiles are fired
    hmm, I'm not sure - I've personally never had the problem you're describing - try putting in some debug messages into the salvo system to see if it's running the create projectile function
    I'd check the speed of your feathers - I mean, with an accel that low and no turn rate that missile isn't going anywhere (I assume that's what you mean by not firing)
    it's not directly supported by the system, though if needed you can create an ammo type with all your required properties and then set to damage to 0. when you create the projectile (as in my EFB example) you have access to all properties of the missile via MPS_ACTIVE_NODE and can apply your own damage value (then use the HIT and CRASH events to apply the damage to the units, it's not efficient or recommended over simply registering the relevant ammo types in advance
    DamageEngine doesn't use the UDex variable, so you should just use "Custom value of DamageEventSource" there.
    Unfortunately this is out of my area of experience as I don't work with vjass : 0
    You will have to find someone else to fix this.
    OOhhhhhh....I am totally relief.Got confused with March and May.
    I'm almost done with the Cthulhu race.What about you? 20%? 50%?
    That "lil' while" might take long.I've just asked Ranger for deadline extension and he said he has no right to extend it.So now the request is posted to fladder and I'm awaiting his response.Hopefully he can extend it.At least,I hope so :) . I myself isn't finish with my race yet.
    A
    Ah I know right, internal are pain to create and control in the model creation process.

    Well, I could imagine creating one or another model for your mod, if you still need some
    A
    Hey, do buildings in your mod usually use in-model-built Build animations or an external one ?
    I know the feeling, I'm currently doing a pretty ambitious solo project and what I do is find find the models I need through various sites and just edit them to my needs.

    If you are wondering I'm currently working on a map which is plays a lot like Dawn of War but in an alternate fantasy setting. It's got a cool custom made squad system, capture points, knockback system, with most units having capture and knockback animations. You can see some super old screenshots of it in my albums.
    A
    Hahaha, I see, thanks, I give my best :)
    A
    Alright :) I kinda wanted to ask for your permission
    since it would be rude to ignore you and just upload something you plan to do
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