So my project absolutely NEEDS a Reaver model to be finished. Any chance someone could make one for me? I really only need the model and movement animation. Scarabs I can improvise with.
Supposedly units that were removed in release (reaver, that flying starport, the flying terran combat unit, dragoon) are going to be patched in somewhere down the road. Just what I heard. Maybe when they fix the map system and implement their premium maps ideas? I dunno.
OH LORD NOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
(I cannot put enough exclamation points to express how much I would hate this.) Knowing that Activision CEO Im afriad you're going to give him ideas. If you want I can give you a link where he said "....we want to take all the fun out of making video games."!!!!!
OH LORD NOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (I cannot put enough exclamation points to express how much I would hate this.) Knowing that Activision CEO Im afriad you're going to give him ideas. If you want I can give you a link where he said "....we want to take all the fun out of making video games."!!!!!
How is that taking fun away from a game's development process?
Though I recall that quote and yeah, it was quite stupid.
I'm a taker if you tell me approximately the vertex/face/poly/ count you want it at. Contact me by pm please.
EDIT: Here's an image of the super super low polycount reaver. I can amp up the subdivisions if you want, but too many verticies will kill your gfx card. Especially if you're playing evo or something. Oh btw, it's unskinned. I just like blue, that's it. If you like it, I'll skin it.
Thanks for the reception. The vertex count is currently at 1750. I'm REALLY not sure about how many is too many. A scarab will be no problem. I'm reworking the general shape of the reaver right now (the fatness).
I really don't knw anything about the sc2 formats for models, the movements, and the texture file. Can anyone point me in a right direction? I looked at the m3 exporter in the 3rd part plugin section. I'm not sure how viable alot of things are right now. Most things are undiscovered yet. Team colors and animations being 2 very important parts of it. All I can do for you right now is to give you models for the reaver and the scarab. Textures involve team colors- I think?? Animations cannot be exported yet. Sorry about that. =P
You seriously shouldn't worry about poly count. Unless its above 4000 Tris you shouldn't really be worrying about it :/ The thing that lags games now is textures (spec map , normal map , texture map , emissive map , alpha map , light maps and reflection maps). Then on top of that you also have VFX that also have a texture map with a alpha map and what not. All of that per unit gets crazy. Some car games get up to 1 million poly count per car and you have about 10-12 of those on screen at once. You will probably notice one of the laggyest things in games is shadows , bloom and depth of field (this is discluding anti aliesing of coarse).
But yeah pretty much if your between 500-4000 tris your fine. Dawn of war 2 has around 3000 for normal units then 7000-9000 for hero units :P
Another thing to add. Anything lower than 500 tris isn't any faster to load than a model with 500 tris .... or 560 one of those ... Learnt that when working with UDK and researching into it. One thing to think about .. a 1024-1024 texture map 32 bit , 1024-1024 normal map ,512-512 spec map and 256-256 emisive map is a lot larger file size than a 2000 tri model :P.
I should probably make a thread on this. Sick of seeing people flinging round poly counts from 5-8 years ago :/. The only map you should ever worry about poly counts on is that evolution map. Realistically though... is your map going to have 800-1000 reavers on screen at once?
In the screen shot of the Reaver in game... Does Anyone know what the Green lighnting that unit is shooting? Like what the Model might be called so i can use it :D
In the screen shot of the Reaver in game... Does Anyone know what the Green lighnting that unit is shooting? Like what the Model might be called so i can use it :D
Thanks
It's probably not in the game anymore. That unit, the Soul Hunter IIRC, was cut quite a long time before beta even began.
In the screen shot of the Reaver in game... Does Anyone know what the Green lighnting that unit is shooting? Like what the Model might be called so i can use it :D
I always thought it was funny how the Soul Hunter didn't last long in SC2 after it was revealed, probably because of the thousands of people saying "Now you're adding Necrons to the game?"
So my project absolutely NEEDS a Reaver model to be finished. Any chance someone could make one for me? I really only need the model and movement animation. Scarabs I can improvise with.
And here is another picture...This time ingame(You may have to view it manually as the forum has no streching):
And attached is the authentic build icon from the beta which also was cut in the final.
I hope that can help someone make a reaver :)
Supposedly units that were removed in release (reaver, that flying starport, the flying terran combat unit, dragoon) are going to be patched in somewhere down the road. Just what I heard. Maybe when they fix the map system and implement their premium maps ideas? I dunno.
@KerenskyLI: Go
or... All that will be DLC?
OH LORD NOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (I cannot put enough exclamation points to express how much I would hate this.) Knowing that Activision CEO Im afriad you're going to give him ideas. If you want I can give you a link where he said "....we want to take all the fun out of making video games."!!!!!
I noticed that i had omitted this, it is the button for the Scarab.
Bump, anyone?
How is that taking fun away from a game's development process? Though I recall that quote and yeah, it was quite stupid.
I'm a taker if you tell me approximately the vertex/face/poly/ count you want it at. Contact me by pm please.
EDIT: Here's an image of the super super low polycount reaver. I can amp up the subdivisions if you want, but too many verticies will kill your gfx card. Especially if you're playing evo or something. Oh btw, it's unskinned. I just like blue, that's it. If you like it, I'll skin it.
@mParfait: Go
I would make it a tad fatter but that looks outstanding!
And once you're done you should make the dragoon, original firebat, valkerye, and shuttle =)
Aye looks wonderful, good job ^_^ By the way, once you have completed the reaver can you model the scarabs aswell?
Thanks for the reception. The vertex count is currently at 1750. I'm REALLY not sure about how many is too many. A scarab will be no problem. I'm reworking the general shape of the reaver right now (the fatness).
I really don't knw anything about the sc2 formats for models, the movements, and the texture file. Can anyone point me in a right direction? I looked at the m3 exporter in the 3rd part plugin section. I'm not sure how viable alot of things are right now. Most things are undiscovered yet. Team colors and animations being 2 very important parts of it. All I can do for you right now is to give you models for the reaver and the scarab. Textures involve team colors- I think?? Animations cannot be exported yet. Sorry about that. =P
@mParfait: Go
You seriously shouldn't worry about poly count. Unless its above 4000 Tris you shouldn't really be worrying about it :/ The thing that lags games now is textures (spec map , normal map , texture map , emissive map , alpha map , light maps and reflection maps). Then on top of that you also have VFX that also have a texture map with a alpha map and what not. All of that per unit gets crazy. Some car games get up to 1 million poly count per car and you have about 10-12 of those on screen at once. You will probably notice one of the laggyest things in games is shadows , bloom and depth of field (this is discluding anti aliesing of coarse).
But yeah pretty much if your between 500-4000 tris your fine. Dawn of war 2 has around 3000 for normal units then 7000-9000 for hero units :P
Another thing to add. Anything lower than 500 tris isn't any faster to load than a model with 500 tris .... or 560 one of those ... Learnt that when working with UDK and researching into it. One thing to think about .. a 1024-1024 texture map 32 bit , 1024-1024 normal map ,512-512 spec map and 256-256 emisive map is a lot larger file size than a 2000 tri model :P.
I should probably make a thread on this. Sick of seeing people flinging round poly counts from 5-8 years ago :/. The only map you should ever worry about poly counts on is that evolution map. Realistically though... is your map going to have 800-1000 reavers on screen at once?
With that in consideration. I think I'm in the green. I've around 3500 triangles.
Scarab. It'a bit wobly...
In the screen shot of the Reaver in game... Does Anyone know what the Green lighnting that unit is shooting? Like what the Model might be called so i can use it :D
Thanks
It's probably not in the game anymore. That unit, the Soul Hunter IIRC, was cut quite a long time before beta even began.
http://starcraft.wikia.com/wiki/Soul_hunter#StarCraft_II
Yet another cool unit that someone could remake. hahahaha :)
I always thought it was funny how the Soul Hunter didn't last long in SC2 after it was revealed, probably because of the thousands of people saying "Now you're adding Necrons to the game?"
while the soul hunter is not in game, I know from this beam wep tutorial by prozaic the effect for that soul hunter attack IS in game :D
http://forums.sc2mapster.com/development/tutorials/3939-data-working-with-beams-beginner-difficulty/#posts
SoulHunterBeam3.m3
Interesting, wonder if any reaver effects are left.