They use fresnel mask for emission, and I have it too, also have environment map with fresnel, and specularity, so it look rather realistic when we rotate it. If I make fresnel angle harder, the window will look just dark in game, since the window is almost parallel to the ground and, thus, perpendicular to player's sight (which makes fresnel mask hide the lights). Maybe I need to record a vid to show how it look in real time.
Decided to try, for diversity, to create models by modifying and combining imported sc2 models. Which saves 95% of time, and also saves map size, because sc2 textures are used. ALso, makes models look cool, because textures aren't suck as if I'd create them.
So, there are a const. yard and a mine for my new map:
And also I've created a couple of variations of a resource I plan to use in my map. It's actually a matter from another dimention. It's trying to spread itsels into our dimention, but it's not going too well, it misses some spatial dimentions it used to exist within. So it's creating an awkward shape. Players will need this resource to create mighty units.
It's actually nothing but a material. I like to create stuff without tesxtures. Still can't get used to the reach possibilities Art Tools brought to us.
First fountain looks good second one needs work. Do like the WC3 one with at least 3 tiers and also the translucent centre does not work well with water, go for a stone theme.
So nice, a StarCraft II style construction yard from Dune II? Well it kind of reminds me. I cannot say there is any building from dune 2 that impresses me except maybe the house of IX and the starport and mostly the Palace. But the IX and the starport can be doodad-ed while the Palace is one of a kind.
Yea, I thought about dune 2 const. yard while making this one, but it's not for dune 2 remake, it's for my new map, but later it can be used for dune 2 remake if I decide to create one.
I've experimented a little and didn't find a good way of controlling the interaction between water particles and physics object to make water look more realistic (slide and fall instead of either being stopped or jump like a ball). So, multitier fountain probably won't look too nice with the actual version of art tools.
But made a stone version. Stone texture kinda suck though, I wish there be a bright marble.
Very good work! Maybe you can try the Vortex force, that could be very interesting.
Too bad that for now we can only use two forces to a particle (gravity and one SC2 force), multiple forcefields can't work together even when they are in the right channel.
Just for fun created a flying unit model
Very nice but the cockpit window looks not quite right. How does blizzard do it with stuff like the Viking and the supercrane windows?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
They use fresnel mask for emission, and I have it too, also have environment map with fresnel, and specularity, so it look rather realistic when we rotate it. If I make fresnel angle harder, the window will look just dark in game, since the window is almost parallel to the ground and, thus, perpendicular to player's sight (which makes fresnel mask hide the lights). Maybe I need to record a vid to show how it look in real time.
@Zolden: Go
Beautiful... Reminds me of the silver surfer if he had a space ship.
oh, thank you :)
and there's a vid to show how the cockpit renders
@Zolden: Go
Looks even better in game. The cockpit windows sheen looks much better in it.
@Zolden: Go
Cool, very alienish with this look as if made of some quicksilver or other liquid metal, gold-silver alloy. Ornitopther!
Decided to try, for diversity, to create models by modifying and combining imported sc2 models. Which saves 95% of time, and also saves map size, because sc2 textures are used. ALso, makes models look cool, because textures aren't suck as if I'd create them.
So, there are a const. yard and a mine for my new map:
And also I've created a couple of variations of a resource I plan to use in my map. It's actually a matter from another dimention. It's trying to spread itsels into our dimention, but it's not going too well, it misses some spatial dimentions it used to exist within. So it's creating an awkward shape. Players will need this resource to create mighty units.
It's actually nothing but a material. I like to create stuff without tesxtures. Still can't get used to the reach possibilities Art Tools brought to us.
And mana fountain
I like that mana fountain very nice. You should consider making a real fountain as there are none existing and I know I'd like one.
@JacktheArcher: Go
ok, take this
there are 2 animations, for alot of water, spilling to the ground, and for a small amount of water, just flashing a bit
to control the amount of water you can modify animation speed.
Doesn't need textures, uses wol ones.
@Zolden: Go
it is very good!!!
@Zolden: Go
Holy Tiberium!
First fountain looks good second one needs work. Do like the WC3 one with at least 3 tiers and also the translucent centre does not work well with water, go for a stone theme.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Beautiful Zolden, that'll be very helpful.
I agree a multi tier fountain would look nicer, but it isn't necessary.
@Zolden: Go
So nice, a StarCraft II style construction yard from Dune II? Well it kind of reminds me. I cannot say there is any building from dune 2 that impresses me except maybe the house of IX and the starport and mostly the Palace. But the IX and the starport can be doodad-ed while the Palace is one of a kind.
Very awesome fountains! I really like the look of the mana fountain, very fantastic
Thanks, guys.
@Eimtr: Go
Yea, I thought about dune 2 const. yard while making this one, but it's not for dune 2 remake, it's for my new map, but later it can be used for dune 2 remake if I decide to create one.
@DrSuperEvil: Go
I've experimented a little and didn't find a good way of controlling the interaction between water particles and physics object to make water look more realistic (slide and fall instead of either being stopped or jump like a ball). So, multitier fountain probably won't look too nice with the actual version of art tools.
But made a stone version. Stone texture kinda suck though, I wish there be a bright marble.
File will be available within the asset.
Very good work! Maybe you can try the Vortex force, that could be very interesting.
Too bad that for now we can only use two forces to a particle (gravity and one SC2 force), multiple forcefields can't work together even when they are in the right channel.
@Zolden: Go
Tried using one of the sand textures eg. meinhoff? Haven has some nice mossy looking rock textures.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg