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Hm, the model does not appear in-game for me either...
I have no idea why..
A
Ardenian
Well, just tell me in time when you do drop out.
Yup, but I/you can easily change it with the mdx pather
A
Ardenian
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.
Alright, I will focus my modelling on it next days and send you a new preview then
A
Ardenian
That's why I wanted consultation
Well, I don't know then, maybe shrinking them, as in the original NE ba is fine ?
A
Ardenian
I thought about making them burst like the abomination death animation, for example, as reference, pieces flying around the ground.
A
Ardenian
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
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
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
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.
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.
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