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    posted a message on Need terrainer for a farming map

    @A52BcE: Go

    I suppose I could give it a shot. Do you want a preview of my kind of idea?

    Posted in: Team Recruitment
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    posted a message on manyHands[2]

    Whoa Two, really liking it. I might add that fog into the forest surrounding the colony as well. I'm also thinking of something I could do at the base of the mountain... But it'll still leave room for someone else. Hmm. Of course I'll need you to upload the map, Two.

    Posted in: Terrain
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    posted a message on manyHands[2]

    @XDretsamtovip: Go

    I'll work after you, XD. I've got some free time for awhile.

    EDIT: Workin'.

    EDIT2: Done, uploading. I threw some turrets in front of the colony, put in a sensor tower, and worked on smoothing/pathing/softening the new mountain/peak below it. What you guys do with it is up to you.

    Posted in: Terrain
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    posted a message on manyHands[2]

    I'll take a stab at it, if that's alright. I won't put a timer on myself, but I won't try to do too much. I'll upload it when it's done, probably within 2 hours (but that's absolute caps).

    EDIT: I'll work on it after Keldrif. He got to it first.

    EDIT2: Alrighty, time to work!

    EDIT3: Uploading. Designed a colony/haven of sorts in the midwest section of the map. Just a warning, the map will now take a tad bit longer to load, because it now requires the campaign dependency.

    Posted in: Terrain
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    posted a message on Many hands...

    I'm done. Uploading now. Sorry, didn't pay attention to my timer. Lol.

    I basically just breathed some life... A little, not too much, into the northwest town.

    EDIT: Shade, see if you can copy and paste your changes into the map.

    Posted in: Terrain
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    posted a message on Many hands...

    Alrighty, working on it now with a timer for 30 minutes.

    Posted in: Terrain
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    posted a message on Many hands...

    I'll work on it, if that's alright. After Rr3e is done, of course.

    Posted in: Terrain
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    posted a message on 1.1's Reduced Limitations?!

    @malu05: Go

    As far as I was aware, it was 20, and then upped to 50MB, not 54MB...

    http://eu.battle.net/sc2/en/blog/601971

    Posted in: General Chat
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    Haha, finally, after getting distracted during the process and playing some SC2 3v3 with a couple of friends, I finally finished it. Tested, and it works. So, here it is!

    Instructions (also included in the archive):

    A conversion of the Windows StarCraft II cursors made by iMisu, adapted to work in 
    X11, mainly for Linux users. Each supports many localizations, including English, 
    Korean, Spanish, French, German, and Russian. More can be added upon request. 
    If it cannot detect your system language, or if it is not supported, it will 
    default to English.
    
    To install these icons, go into terminal, and run:
    
    sudo nautilus /file/path/to/shared/icons/
    
    For Debian-based distros, this tends to be "/usr/share/icons/". Hence, you would say:
    
    sudo nautilus /usr/share/icons/
    
    Then, extract the "SC2-Green" folder in this archive to your desktop. Drag it into 
    the nautilus window, and the cursors are installed. They can be selected and applied 
    in GNOME by going to System > Preferences > Appearance > Theme > Customize >
    Pointer, and selecting "SC2 (Green)".
    
    Please note that you may need to restart X for some of the cursors to properly load.
    

    EDIT: I've also included a tar.gz archive for simpler installation, if you have the proper tools.

    Posted in: Art Assets
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    No, I can't use them because they're animated cursors, correct? Yeah, xcursorgen doesn't convert that to X11.

    EDIT: Upon attempting to get gursormaker (which does accept ani) running, I had to install the python module "Numeric". Upon installing "NumPy", formerly known as Numeric, I attempted to run gursormaker. It will only recognize Numeric, which doesn't work anymore, not NumPy, even though they contain the same things. Unfortunately, I'm back to working with xcursorgen in the commandline. It's harder, but at least it works. It'll take more time, unfortunately.

    Posted in: Art Assets
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    The first set of X11 conversions is done! It's all the Green cursors, minus the loading one. Still can't figure out how to convert .ani for X11 without making a GIF image for each frame, and even that can't be recompiled I don't think. Anyways, here it is. Instructions for installation and usage will be posted here, as well as in a text file in the archive.

    EDIT: Ack! I quickly tested the cursors before uploading them. They're pretty messed up. I know what went wrong, but I'm gunna need about 5 minutes to fix them.

    EDIT2: Actually, instead of using the somewhat complex, easy-to-fault "xcursorgen" program in Terminal, I'm going to try using gursormaker. It's graphical, and claims to be simple to use. Good think I've converted all the cursors (and rendered a few of my own) ahead of time as PNGs. I could upload what I've rendered, if you'd like. Simple things, mostly, though.

    Posted in: Art Assets
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    These are awesome. I'm working on some X11 conversions right now, so more people can use them.

    Posted in: Art Assets
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    posted a message on RPG Map with Dungeon

    Posted on YouTube, then extended here due to the character limit.

    This truly is a work of art. Being a programmer, artist, and map creator myself, I'm not paying attention to "omfg lolz look dungeon awesome mods lolz", but rather the feats of some very specific things that were done to make it like that. While the converting of all the models (really, just the crystals, Alexstraza, the Draenei, and I suppose music, although that's not a model) took quite awhile, some very interesting things did it for me. For example, the autofollow of the goats that is triggered when you walk near them is interesting, a small detail, but done nonetheless. Also how they stop if you walk far enough away. Kind of like, "ahh what the hell, they're just walking away, they don't wanna talk to me /sadface". Also, how you put a mountain above the dungeon, to make it seem underground. For a moment I was considering it actually being underground, but then I realized, "wait, this kind of pathing couldn't happen the way the GE handles texture height", and upon looking, I realized it was just a model, skinned to be similar to the mountain's terrain (not exactly, though, which is what make me realize). I think that adapting World of Warcraft to be in StarCraft II is really amazing, and though it could never be multiplayer at this rate (how many models do you intend to use? could make it very big), it's a great thing nonetheless. Not to mention harnessing the StarCraft II graphics engine for something like this. It's like giving old, rusty cars a new paintjob, and then waxing them afterwards. On top of making them look superb compared to their older selves, you make them polished as well, and it really shows of. Great job, and I look forward to seeing more. I would REALLY love to play this map, or rather, game (even though I HATE WoW).

    Posted in: Project Workplace
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    posted a message on Starcraft 1 Remake Team

    Yes, but with Vespene and Minerals naturally in the game, along with most systems it'll be extremely easy to do with StarCraft II, plus the fact that most models are already there for us. It'll be much more fun than a crappy Warcraft III map.

    Posted in: Project Workplace
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    posted a message on Patch 16 Patch Notes

    It would appear as though base.SC2Assets has been reformatted, and MPQ viewers cannot open it any more! The GE still can, however.

    Posted in: General Chat
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