Yea, it worked. We jsut need a model to have a model camera attached. Then we can either set it to RTT channel or use it as game camera, which makes a smooth fps.
Who says it has to stay attached to the model after creation. You forget I am a master of the Reference Set event action.
Take my turret simulation map (my data assets) and attach the screen to the doodad and the camera to the model that is attached to the units that walk past.
I created a model with 2 cameras looking parallelly to -y direction with a distance between them along x axis. And placed to billboards with the images from these cameras. To see a 3d effect. And it's pretty visible. One just have to watch through the screen (parallel method).
With some workarounds we could have a fullscreen 3d picrute with that red-blue overlapping channels which require glasses. I just need to get these glasses to experiment with this.
Unfortunately, I don't have red-blue 3d-glasses atm, so I can't check if this work like it supposed to, so if anyone has them - tell me, does it look 3d?
Those models don't need any polishing, they only require the textures to be applied too look perfect.
There are some problems with texture extracting, but I think it's solvable. For example, we have only ripped normal map for Czin, so it look like this:
Couple of models have diffuse maps, and look nice:
Also, I've git the galsses and fixed the red-blue 3d image.
I think it's dependent on camera angle and average distance to the horizon. But I'll try to find some info about it. Now just experimenting. One of the problems is that we can set 4, 3 or 1 color cahnnel filter for the layer. While I need R for one channel and GB for the second one. Now I use both RGB or R and RGB. It's a source of color disbalance.
Yesterday println and I experimented a little with RTT material for WoL via blender, but it didn't work even after we defined the RTT channel. Maybe there are more properties should be set, we'll keep experimenting. While model camera can be created right now with blender.
yeah, how exactly are you doing it? because when i experimented a while ago in anaglyph movies i remember the layers had to be set to add as blend mode.
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@DrSuperEvil: Go
Yea, it worked. We jsut need a model to have a model camera attached. Then we can either set it to RTT channel or use it as game camera, which makes a smooth fps.
map example is for hots
Who says it has to stay attached to the model after creation. You forget I am a master of the Reference Set event action.
Take my turret simulation map (my data assets) and attach the screen to the doodad and the camera to the model that is attached to the units that walk past.
Or were you meaning something else?
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
@DrSuperEvil: Go
That trigger seem to use only unit's camera. I failed trying to set actor model's camera for channel.
There is the map, maybe you can do something about it.
@Zolden: Go
Small problem is I cannot use hots beta editor. Some region lock issue with people from europe.
And in the normal editor your model wont load.
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
Yea, art tools seem to save models in hots format, so they have problems with wol. Ok, we can postpone this untill blizz fix hots issue.
Well it certainly will be the hottest editor discovery since texture select by id.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@DrSuperEvil: Go
Yea this is awesome. I didn't think it would be so simple to recreate outside of the CSE. Awesome work.
@JacktheArcher: Go
Nothing like a bit of thinking and a little collaboration. Still needs a little work though before it is perfect.
Wonder if blender could do it as well?
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
I created a model with 2 cameras looking parallelly to -y direction with a distance between them along x axis. And placed to billboards with the images from these cameras. To see a 3d effect. And it's pretty visible. One just have to watch through the screen (parallel method).
With some workarounds we could have a fullscreen 3d picrute with that red-blue overlapping channels which require glasses. I just need to get these glasses to experiment with this.
Wow SC2.5 now in 3D!.
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
Unfortunately, I don't have red-blue 3d-glasses atm, so I can't check if this work like it supposed to, so if anyone has them - tell me, does it look 3d?
From my knowledge of 3d images the offset is too far in the front. Try and reduce it even if it means shifting the channels positions.
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
Yep. Effect is too great.
You can somewhat see it in the mountains in the back but not up front. Try reducing the offset a little bit.
This is pretty cool stuff too. Keep them coming. I'd love to see a mirror box effect :P http://digitalcomposting.files.wordpress.com/2011/12/2011_12_01_142855.jpg
There is a cool time saving thing happened. A guy found a way to extract RoL models from the original game.
@DrSuperEvil: Go
Yea, I see. Will fix it when get the glasses. Color balance also requires fixing, ppl say blue channel is too dark.
@xcorbo: Go
Yea, I've tried to horizontally mirror uv and it made the face look like mirror.
@Zolden: Go
Still no excuse not to polish them up a little
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
@DrSuperEvil: Go
Those models don't need any polishing, they only require the textures to be applied too look perfect.
There are some problems with texture extracting, but I think it's solvable. For example, we have only ripped normal map for Czin, so it look like this:
Couple of models have diffuse maps, and look nice:
Also, I've git the galsses and fixed the red-blue 3d image.
I see you lowered the angle between the two cameras a little. Wonder what the standard angle is for 3D movies.
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
@DrSuperEvil: Go
I think it's dependent on camera angle and average distance to the horizon. But I'll try to find some info about it. Now just experimenting. One of the problems is that we can set 4, 3 or 1 color cahnnel filter for the layer. While I need R for one channel and GB for the second one. Now I use both RGB or R and RGB. It's a source of color disbalance.
Yesterday println and I experimented a little with RTT material for WoL via blender, but it didn't work even after we defined the RTT channel. Maybe there are more properties should be set, we'll keep experimenting. While model camera can be created right now with blender.
So I take it you are using a RGB channel for one layer with overlayed R and B channels on the other two?
As in you have three different RTT textures but two use a tranparent aplha layer for the R and B channels?
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
yeah, how exactly are you doing it? because when i experimented a while ago in anaglyph movies i remember the layers had to be set to add as blend mode.