the BC yamato we used for the Norad II, we think used your BC for the Aleksander (the tecnology of the Earth was more advanced for this I think the Flagship of the UED was a very tecnological BC) can u send me the your BC? I send to u my email in MP
@Kailniris2: Go Very close to the original. Might need a small crystal or bluish glow in the middle. I don't see it mixing with SC2 structures very well though. Protoss structures were overhauled compared to the other races and the new design doesn't mix well with the old one.
Of course you can fix that by remaking the other structures as well XD
@Kailniris2: Go Very close to the original. Might need a small crystal or bluish glow in the middle. I don't see it mixing with SC2 structures very well though. Protoss structures were overhauled compared to the other races and the new design doesn't mix well with the old one.
Of course you can fix that by remaking the other structures as well XD
I would love better SC1 model being similar to prepare but there is not a picture with a good resolution unfortunately.
On the picture an alpha version(max render) there is a sketch only.
If the geometry is ready then I place the effects upon him.
qulla Batteria è un alfa, ci vorrà molto tempo prima che sia pronto e ce lo mandi, ma l'Incrociatore Aleksander è quasi pronto, tra una o 2 settimane al massimo ce lo manda :D
Similar to the original SC1 Shield Battery, I still have no idea wtf that building is supposed to represent or how it's supposed to function. A job well done, I reckon.
Help me pls, I want to shoot rockets (in the image), but I do not know. Someone please tell me how to solve the missile launch.
Okay, I have no idea of modelling and such, but I'll try to help with the knowledge that I have about data editing.
You need animation sets for every animation (at least every animation that uses both the BC with the missile and the one without), one time you call it just "Attack" or "Stand" like the usual animations, and one time you call it "Attack Cover" and "Stand Cover" or whatever else animation name you want to use instead of Cover. I don't have the list of names in my head, maybe there is one that fits. This way you can simply add the "Cover" to each animation name with a single command in Actor Events, this is called an Animation Group.
Then you can switch between the animation groups very easily with data, which makes the Battlecruiser either appear with the missiles or without them.
To link them to an effect to launch the missile you then just use the same missile as the missile model and whenever that ability or weapon fires you just switch your animation groups and the BC itself appears as if he never had the missile.
Note that with that method you would have to do animation groups for every possibility, so if you desperately want to have two independant missiles that would be 3 or 4 different animation groups, so I think this method is suited best if you want to fire both missiles at the same time, because it makes the whole thing a lot less complicated.
Afaik older models from Blizzard that have similar problems (for example WC3 units that throw axes or things like ballistas) often have their weapons disappear at the right time of an attack animation, and then reappear at some point when that animation ends.
edit:
Also note that I'm no expert on this whole issue, but whenever I saw parts of a model appear/disappear for SC2 units Blizzard used animation groups, for example for Marine Combat Shields.
Really cool that battlecruiser :D,we could use it on our sc1 remake ita if u want ;P
It does not fit there, it would be better BattleCruiserYamato!
the BC yamato we used for the Norad II, we think used your BC for the Aleksander (the tecnology of the Earth was more advanced for this I think the Flagship of the UED was a very tecnological BC) can u send me the your BC? I send to u my email in MP
Very nice BC. The beta Yamato BC one is low quality and shouldn't be used by any map lol.
@Zarxiel93: Go The way I imagine the Aleksander is a longer Behemoth BC vs shorter and thicker like this one, but the extra gadgets would fit it well.
I like Yamato BC, but it would be possible to refine small one on him. Star Battle it is possible to win it on competitions
There my next project Shield Battery SC2 form:
@Kailniris2: Go Very close to the original. Might need a small crystal or bluish glow in the middle. I don't see it mixing with SC2 structures very well though. Protoss structures were overhauled compared to the other races and the new design doesn't mix well with the old one.
Of course you can fix that by remaking the other structures as well XD
I would love better SC1 model being similar to prepare but there is not a picture with a good resolution unfortunately. On the picture an alpha version(max render) there is a sketch only. If the geometry is ready then I place the effects upon him.
heeeey!!!! what is this shield battery???? We will can use on our sc1 remake ita? ♥,we are using a tons of new models as you know
Def, gli ho già mandato un mp io XD
qulla Batteria è un alfa, ci vorrà molto tempo prima che sia pronto e ce lo mandi, ma l'Incrociatore Aleksander è quasi pronto, tra una o 2 settimane al massimo ce lo manda :D
@DEFILERRULEZ: Go
If he will be ready naturally
my new battle cruiser modification first game test screensots:
@Kailniris2: Go That one is a mean machine. Looks badass enough to scary the sh1t out of the zerg.
Help me pls, I want to shoot rockets (in the image), but I do not know. Someone please tell me how to solve the missile launch.
Similar to the original SC1 Shield Battery, I still have no idea wtf that building is supposed to represent or how it's supposed to function. A job well done, I reckon.
@Mozared: Go
This is only sketch.
Okay, I have no idea of modelling and such, but I'll try to help with the knowledge that I have about data editing.
You need animation sets for every animation (at least every animation that uses both the BC with the missile and the one without), one time you call it just "Attack" or "Stand" like the usual animations, and one time you call it "Attack Cover" and "Stand Cover" or whatever else animation name you want to use instead of Cover. I don't have the list of names in my head, maybe there is one that fits. This way you can simply add the "Cover" to each animation name with a single command in Actor Events, this is called an Animation Group.
Then you can switch between the animation groups very easily with data, which makes the Battlecruiser either appear with the missiles or without them.
To link them to an effect to launch the missile you then just use the same missile as the missile model and whenever that ability or weapon fires you just switch your animation groups and the BC itself appears as if he never had the missile.
Note that with that method you would have to do animation groups for every possibility, so if you desperately want to have two independant missiles that would be 3 or 4 different animation groups, so I think this method is suited best if you want to fire both missiles at the same time, because it makes the whole thing a lot less complicated.
Afaik older models from Blizzard that have similar problems (for example WC3 units that throw axes or things like ballistas) often have their weapons disappear at the right time of an attack animation, and then reappear at some point when that animation ends.
edit:
Also note that I'm no expert on this whole issue, but whenever I saw parts of a model appear/disappear for SC2 units Blizzard used animation groups, for example for Marine Combat Shields.
@Bommes: Go
Thank you very much, I hope to somehow.
i think i brought up the best of the model.
1. Yamato (Simple Yamato using the new animation) √
2. shield (modified Deffend Matrix for the new animation) √
3. Missile launch (missile launch right and left sides for the new animation) √
4. warp drive (Blink, the animation is complete) √
and ship name.
here is the download: