Hmm, yeah you are right but the clockwork men had bigger gears and legs tapering from the knees and there was a piston between the hind legs of the spider to the boiler, also the legs were not made of triangular beams.
Yeah, I thought about, will increase c.w.man's gear and reduce foot's square. But spider seems rather fine, i just have to follow 20-80 principle, which says, that 20% of effort bring 80% of result, when other 80% of effort bring the 20% results left. If I'd have infinite time, I'd gladly mount any amount of leg pairs, but I'd like to spend less then a month for modelling, becuase it's boring in compare to working in the editor.
Ty for the link to that maps, I'll try to apply 'em to a model. But actually, it's ok with alin, most of their models has WoW prototypes.
Nice, needs particle emmiters from the exhausts. My brother informs me there is some way to attach physics to the model legs.
Physics? What is it?
I can attach smoke model to the "chimney" so it will look like an exhausts.
But it doesn't matter too much, I realized that there is no way all the models fit 20 mb. So I will be forced to use sc2 models, and realism will be affected too much to care about particle effects.
I can attach smoke model to the "chimney" so it will look like an exhausts.
But it doesn't matter too much, I realized that there is no way all the models fit 20 mb. So I will be forced to use sc2 models, and realism will be affected too much to care about particle effects.
I believe he might be referring to Starcraft IK's, its like the IK system in MAX but allows the model to interact with the environment. An Example would be the Colossus, it uses IK's to move seamlessly over cliffs. Its nice for larger models so you don't have clipping or floating on uneven terrain.
unfortunately the current exporter doesn't support it.
There is a way around the 20mb limit, load the files in a .Mod and set them as a dependency for your map. you will have to publish the mods for the map to recognize them on Bnet. Bnet max storage is 105mb per account.
There is a way around the 20mb limit, load the files in a .Mod and set them as a dependency for your map. you will have to publish the mods for the map to recognize them on Bnet. Bnet max storage is 105mb per account.
Land Leviathan is very detailed, 6k polys, and the model takes 1.2 MB for itself and its textures after compression in the editor. Fortunately, it doesn't drop fps at all.
While, for example, Pirata model is less detailed, consists of 580 polys. And its compressed model and textures consume 150 KB of space.
I was full of enthusiasm at start and thought about 50-70, but now it looks too many for me, I don't like realy much to create them, it rather feels like a burden. So, maybe 10 more of the most prominent models will be created. And some of simple non-animated buildings. But I'll import the rest from wow. So they all will definitely need more then 20 mb.
Hate to say it but it needs work. The doge weapon corner blocks expanded apart before attack, both had awesome people driving them and the way Giamanco walks looks stiff.
Probably it's a different game.
Hmm, yeah you are right but the clockwork men had bigger gears and legs tapering from the knees and there was a piston between the hind legs of the spider to the boiler, also the legs were not made of triangular beams.
Also it had 4 pairs of legs:
http://www.giantbomb.com/rise-of-nations-rise-of-legends/61-10244/all-images/52-181436/unit_clockworkspider3/51-602694/
Sometimes they make it all too easy:
http://www.giantbomb.com/rise-of-nations-rise-of-legends/61-10244/all-images/52-181436/unit_sandhorror2/51-591624/
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@DrSuperEvil: Go
Yeah, I thought about, will increase c.w.man's gear and reduce foot's square. But spider seems rather fine, i just have to follow 20-80 principle, which says, that 20% of effort bring 80% of result, when other 80% of effort bring the 20% results left. If I'd have infinite time, I'd gladly mount any amount of leg pairs, but I'd like to spend less then a month for modelling, becuase it's boring in compare to working in the editor.
Ty for the link to that maps, I'll try to apply 'em to a model. But actually, it's ok with alin, most of their models has WoW prototypes.
Yup was a good find, original concept art galore.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Steam cannon:
Next one to go is Land Leviathan. Goin' to be a real challenge of my skills.
Not bad.
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Tank tracks look a little triangular and you still need to work on the clockwork men hips/upper legs
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Almost finished Land Leviathan.
Testing animations.
Nice, needs particle emmiters from the exhausts. My brother informs me there is some way to attach physics to the model legs.
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@DrSuperEvil: Go
Yeah, the Odin model has this property on its feet to kick at debris, I think it's the only model in the game with it.
Those tracks are triangular in the original, and they are actually look ok for me. Clockworkman legs will be improved.
Physics? What is it?
I can attach smoke model to the "chimney" so it will look like an exhausts.
But it doesn't matter too much, I realized that there is no way all the models fit 20 mb. So I will be forced to use sc2 models, and realism will be affected too much to care about particle effects.
I believe he might be referring to Starcraft IK's, its like the IK system in MAX but allows the model to interact with the environment. An Example would be the Colossus, it uses IK's to move seamlessly over cliffs. Its nice for larger models so you don't have clipping or floating on uneven terrain.
unfortunately the current exporter doesn't support it.
There is a way around the 20mb limit, load the files in a .Mod and set them as a dependency for your map. you will have to publish the mods for the map to recognize them on Bnet. Bnet max storage is 105mb per account.
Formally Kinkycactus
You made my day! :)
May I ask how much do your models weigh at the moment? I mean the most detailed ones. How many polys do they have?
@sigmapl: Go
Land Leviathan is very detailed, 6k polys, and the model takes 1.2 MB for itself and its textures after compression in the editor. Fortunately, it doesn't drop fps at all.
While, for example, Pirata model is less detailed, consists of 580 polys. And its compressed model and textures consume 150 KB of space.
6k and only 1.2 MB with textures? That sounds great!
How many models have you planned on making if you're woried about 20 MB limit?
@sigmapl: Go
I was full of enthusiasm at start and thought about 50-70, but now it looks too many for me, I don't like realy much to create them, it rather feels like a burden. So, maybe 10 more of the most prominent models will be created. And some of simple non-animated buildings. But I'll import the rest from wow. So they all will definitely need more then 20 mb.
Always the case where idealistic goals meet reality, the eternal compromise.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Made a couple of heroes, Doge and Giacomo.
@DrSuperEvil: Go
Yeah. But I may return to modelling after a while. And some wow models fit rol models so good - dragons, crabs, scorpions, I wouldn't do better.
Hate to say it but it needs work. The doge weapon corner blocks expanded apart before attack, both had awesome people driving them and the way Giamanco walks looks stiff.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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