Hi,
I'm new here. Already got a question.
I am trying to take three buildings (the warp gate, the cybernetics core, and the nexus, because I just grabbed three buildings with overlays) and I am trying to make them look like missile towers with different types of turrets. (I have a tank turret, a siege tank turret, and a goliath turret). It seems to be working well enough. I have replaced all releveant GRP files with versions that are properly aligned. I have basically copied over the Missile Turrets DAT stuff to the three buildings and it looks okay.
The problem I am having, i think stems from the ICE stuff. The missile turret rotates as normal, however, two of the turrets (the cybercore and the nexus) are stuck in the north direction, while the one based off of the warpgate is rotating back and forth for three frames. I think this is because of the selection of buildings i made to do this, or I could be missing something that defines animation. If need be I can post my ICE stuff.
None.
I don't know what's happening. Posting the iscript would help.
And don't use ICE. It corrupts stuff. Use PyICE or IceCC.
None.
I'm sorry, i was using the term "ICE" casually. I am actually using the Py Suite
Here's the remade Cybernetics Core
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 174 Cybernetics Core (protoss\gencore.grp)
.headerstart
IsId 174
Type 20
Init CyberneticsCoreInit
Death CyberneticsCoreDeath
GndAttkInit CyberneticsCoreGndAttkInit
AirAttkInit CyberneticsCoreGndAttkInit
Unused1 [NONE]
GndAttkRpt CyberneticsCoreGndAttkInit
AirAttkRpt CyberneticsCoreGndAttkInit
CastSpell [NONE]
GndAttkToIdle CyberneticsCoreGndAttkInit
AirAttkToIdle CyberneticsCoreGndAttkInit
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt CyberneticsCoreAlmostBuilt
Built CyberneticsCoreBuilt
Landing [NONE]
LiftOff [NONE]
IsWorking CyberneticsCoreGndAttkInit
WorkingToIdle CyberneticsCoreWorkingToIdle
WarpIn [NONE]
.headerend
# ----------------------------------------------------------------------------- #
CyberneticsCoreInit:
playfram 2 # Frame set 0, direction 2
imgul 298 0 0 # Missile Turret (Base) Shadow (terran\tmiShad.grp)
goto CyberneticsCoreGndAttkInit
CyberneticsCoreGndAttkInit:
wait 125
goto CyberneticsCoreGndAttkInit
CyberneticsCoreDeath:
playsnd 7 # Misc\ExploLrg.wav
imgol 334 0 0 # Building Explosion (Large) (thingy\tBangX.grp)
wait 3
liftoffcondjmp CyberneticsCoreLocal00
lowsprul 273 0 0 # Terran Building Rubble (Small) (thingy\RubbleS.grp)
wait 1
end
CyberneticsCoreLocal00:
wait 1
end
CyberneticsCoreAlmostBuilt:
playfram 1 # Frame set 0, direction 1
goto CyberneticsCoreGndAttkInit
CyberneticsCoreBuilt:
imgol 176 0 0 # Cybernetics Core Overlay (protoss\gencoreT.grp)
CyberneticsCoreWorkingToIdle:
playfram 2 # Frame set 0, direction 2
goto CyberneticsCoreGndAttkInit
and the Overlay for said Cybernetics Core as well (which is the turret)
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 176 Cybernetics Core Overlay (protoss\gencoreT.grp)
.headerstart
IsId 175
Type 24
Init CybrneticsCoreOverlayInit
Death CybrneticsCoreOverlayDeath
GndAttkInit CybrneticsCoreOverlayGndAttkInit
AirAttkInit CybrneticsCoreOverlayGndAttkInit
Unused1 [NONE]
GndAttkRpt CybrneticsCoreOverlayGndAttkInit
AirAttkRpt CybrneticsCoreOverlayGndAttkInit
CastSpell [NONE]
GndAttkToIdle CybrneticsCoreOverlayGndAttkToIdle
AirAttkToIdle CybrneticsCoreOverlayGndAttkToIdle
Unused2 [NONE]
Walking [NONE]
WalkingToIdle [NONE]
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt CybrneticsCoreOverlayAlmostBuilt
Built CybrneticsCoreOverlayBuilt
Landing [NONE]
LiftOff [NONE]
IsWorking CybrneticsCoreOverlayBuilt
WorkingToIdle CybrneticsCoreOverlayBuilt
WarpIn [NONE]
Unused3 [NONE]
StarEditInit CybrneticsCoreOverlayBuilt
Disable CybrneticsCoreOverlayAlmostBuilt
Burrow [NONE]
.headerend
# ----------------------------------------------------------------------------- #
CybrneticsCoreOverlayInit:
playfram 0x00 # Frame set 0
CybrneticsCoreOverlayBuilt:
wait 1
turnlcwise
goto CybrneticsCoreOverlayBuilt
CybrneticsCoreOverlayDeath:
wait 1
end
CybrneticsCoreOverlayGndAttkInit:
wait 1
attack
gotorepeatattk
sigorder 1
wait 13
ignorerest
CybrneticsCoreOverlayGndAttkToIdle:
goto CybrneticsCoreOverlayBuilt
CybrneticsCoreOverlayAlmostBuilt:
wait 125
goto CybrneticsCoreOverlayAlmostBuilt
as I said, I basically copied out the Missile Turret (base) and Missile Turret (turret) for the different parts.
If need be I can hand you my MPQ file, it is not very large.
None.
Okay, update.
I got the different turrets to rotate, but the buildings still want to use frame 0, instead of frame 2.
None.
HAHA, im a dummy.
I had the scripts file name iscripts.bin not iscript.bin... all is well, now.
None.
I'm just going to leave this here...
None.
Those are sweet! And, those shadows are ginormous lol
Good work!
None.
Thanks.
Lol, yeah. I had tried making shadows that would emulate multiple light sources. Turns out shadow-transparency is a binary state (either its on or its off). Meaning that the different levels of transparency were lost. No big, just gotta change my shadow creation technique.
EDIT:
Shadow has been made more reasonable
Post has been edited 1 time(s), last time on Jan 23 2010, 6:56 pm by FoaS.
None.
Tau Hammerfish[?].
If you intend to port more, use Chaos Defiler.
What about adding more than one shadow to the unit? When units are stacked in game, their shadows overlap and show stacked levels of lighting.
None.
Nah, I'm just converting the tau as they are my favorite. Just having some fun is all.
I could try adding more than one shadow, but its not worth it in my mind. The particular reason is because of the way that starcraft mirrors the images - shadows that stretch out would be too obvious when they flip sides.
None.
I like how the Tau tank looks ingame. What program did you use to render it?
If anything cool is ever going on Skype me up under the name "blarghle"
3ds Max :-).
I need to revise the tank. When i tried doing the firewarrior I discovered that the color scheme was too dark. Since I lightened up the FW I should lighten up the tank for consistencies sake.
None.
Got a new rendition of the fire warriors. And now a broadside walker.
Having the mech move at a rate in time with its leg movements is a bit of a pain >.<
None.
I found out I made a mistake when it came to lighting... gotta rerender the whole slew, now (well, except for buildings).
What i was doing is keeping the lighting rig stationary, but moving the camera around, but since the different cameras were to represent the unit moving around, not the perspective of the camera changing, it ended up looking like the lights would move when the unit rotated. The problem has been fixed.
None.