It has been proven that the SOp (Forward Vector) is a powerful tool for actors. They can be linked to models that shift in size to create precision movements for custom animations. They can even follow models that are themselves rotated or moved by other SOps of the same kind allowing for the creation of mechanisms of varying complexity. When combined with a tentacle or other returning missile near perfect overhead tracking of arms and booms is possible.
With all these tools at our disposure and the ability for actors to refer to validators via terms, can we come up with some really awesome units/doodads. Kueken531 made the first step by starting his Toss-a-tron project, lets see what else we can do!
Challenges:
Zerg Gate - In the campaign dependencies is the sunkern colony missile impact model which makes for pretty fearsome bars, when combined with all the claws, spikes, ribs and other char zerg stuff and even the odd beacon light, there is great potential to make an uber zerg gate that can open and close which almost shouts "You Shall Not Pass!"
The Spider/Colossus Mimic - As the direction of rotation can now be sensed, the challenge is to create a 3-8 legged walker base that has semi realistic movement and turning.
The Robo Arm - Create a stationary are capable of smashing targets below in a variety of action poses with great visual precision (should include the overhead smash and King Kong swipe)
The Babbage Calculator - This historic mechanical calculator has been recreated in many media including Lego, are we saying we cannot do it with SC2 actiors? (hard difficulty)
For me it's because the first one doesn't sound interesting, the other 3 I would have no clue how to do, and I can't think of anything I might make myself. I might fiddle a bit more with the forward vector site ops and see if I can't come up with something, but it isn't exactly appealing to me...
However, i do think, maybe you are expecting a little much with this exercise. The WDE usually is a somewhat simple basic task, which may be extended at will by the participant.
We are like the only 2 people, who know and use the methods you described, RCIX has a point here. There is probably hardly anyone, who knows how to implement the stuff you ask for or even if they do, they don't want to invest such a huge amount of time in it, which is required for this method by design, if you want it to look any good. Hell, I don't want to do the last 3 challenges, it would take months to get them right. I am pretty sure, your gate took you a long time as well.
Well, you could argument, that this is the whole point of the WDE; to create awesome stuff nobody would have thought possible with the data editor. But still, I feel the current task discourages just about everyone to put some work into the WDE.
I suggest to tone it down a little bit for the next exercise. Try to find a more simple task, which can be expanded at will, but doesn't require a metric shitton of work just to start with.
Also, we might need to work on a real tutorial for this stuff, it is quite hard to get just from looking at the various examples we created.
Only did this because last WDE was a month old. Also It only took me max 120 hours (presuming I did not sleep those days). Just because I took a while to do it was purely due to my lack of free time.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Only did this because last WDE was a month old. Also It only took me max 120 hours (presuming I did not sleep those days). Just because I took a while to do it was purely due to my lack of free time.
So then we should start calling them monthly data exercises, no? :)
Myself, I might find more interest once HotS comes out. But a WDE like this... I've seen the vids and maps and demos etc, but uh... I can tell you right now I wouldn't ever use this in a map... too much work for one "unit".
I realized that(too much work) after I gave up on my giant mech-scorpion that I was trying to make.
My other ubers I've done took ALOT less time to make. Sure, it's just model additions/Site Ops work, but it did what it had to in a short amount of time. The longest part of working on the ubers was tweaking... and I can see the tweaking requirements being astronomical for this kind of thing.
Having to tweak 8 limbs + tail just seemed... pointless in the long run.
The Babbage Calculator... for real? Only Hard Difficulty? More like, Master++ Difficulty. Were you referencing this when you put the challenge for the Babbage Calculator?
However, i do think, maybe you are expecting a little much with this exercise. The WDE usually is a somewhat simple basic task, which may be extended at will by the participant.
This. your WDE #22 was perfect. It gave me an idea to take on and im expanding on that small idea to make it look cooler. General WDE ideas could work as both a learning experience for noobs like me and help spark ideas for the pros. and theres still always room for people to show off.
Was just hoping the data editing community had reached a high enough standard for something like this. This one was to use a system that has alot of potential for making good looking actors and might have inspired some people.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Weekly Data Exercise #20
It has been proven that the SOp (Forward Vector) is a powerful tool for actors. They can be linked to models that shift in size to create precision movements for custom animations. They can even follow models that are themselves rotated or moved by other SOps of the same kind allowing for the creation of mechanisms of varying complexity. When combined with a tentacle or other returning missile near perfect overhead tracking of arms and booms is possible.
With all these tools at our disposure and the ability for actors to refer to validators via terms, can we come up with some really awesome units/doodads. Kueken531 made the first step by starting his Toss-a-tron project, lets see what else we can do!
Challenges:
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
Who else is surprised that this has no comers? :P
So you are basicly saying the average map maker is too lazy?
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
How did you get that >.>
For me it's because the first one doesn't sound interesting, the other 3 I would have no clue how to do, and I can't think of anything I might make myself. I might fiddle a bit more with the forward vector site ops and see if I can't come up with something, but it isn't exactly appealing to me...
Anyhow here is the zerg gate, enjoy. Basicly is a big fancy gate that only opens for zerg units (and friends).
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
Looks nice ;)
However, i do think, maybe you are expecting a little much with this exercise. The WDE usually is a somewhat simple basic task, which may be extended at will by the participant.
We are like the only 2 people, who know and use the methods you described, RCIX has a point here. There is probably hardly anyone, who knows how to implement the stuff you ask for or even if they do, they don't want to invest such a huge amount of time in it, which is required for this method by design, if you want it to look any good. Hell, I don't want to do the last 3 challenges, it would take months to get them right. I am pretty sure, your gate took you a long time as well.
Well, you could argument, that this is the whole point of the WDE; to create awesome stuff nobody would have thought possible with the data editor. But still, I feel the current task discourages just about everyone to put some work into the WDE.
I suggest to tone it down a little bit for the next exercise. Try to find a more simple task, which can be expanded at will, but doesn't require a metric shitton of work just to start with.
Also, we might need to work on a real tutorial for this stuff, it is quite hard to get just from looking at the various examples we created.
€
I am very lazy, actually ;)
Only did this because last WDE was a month old. Also It only took me max 120 hours (presuming I did not sleep those days). Just because I took a while to do it was purely due to my lack of free time.
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
So then we should start calling them monthly data exercises, no? :)
Yup, seems mod incharge of them has vanished. Was hoping for a bit more enthusiasm from the community.
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
Maybe when HotS comes out :)
Myself, I might find more interest once HotS comes out. But a WDE like this... I've seen the vids and maps and demos etc, but uh... I can tell you right now I wouldn't ever use this in a map... too much work for one "unit".
I realized that(too much work) after I gave up on my giant mech-scorpion that I was trying to make.
My other ubers I've done took ALOT less time to make. Sure, it's just model additions/Site Ops work, but it did what it had to in a short amount of time. The longest part of working on the ubers was tweaking... and I can see the tweaking requirements being astronomical for this kind of thing.
Having to tweak 8 limbs + tail just seemed... pointless in the long run.
The Babbage Calculator... for real? Only Hard Difficulty? More like, Master
++
Difficulty. Were you referencing this when you put the challenge for the Babbage Calculator?Fine I will try and find another wde to have since this one was so unpopular.
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
SuperEvil you are a prodigy. I really wanna see this robo arm - would be awesome as a boss for an RPG map
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Well closest there is atm is the autoharvester. Might work on one someday.
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
This. your WDE #22 was perfect. It gave me an idea to take on and im expanding on that small idea to make it look cooler. General WDE ideas could work as both a learning experience for noobs like me and help spark ideas for the pros. and theres still always room for people to show off.
Was just hoping the data editing community had reached a high enough standard for something like this. This one was to use a system that has alot of potential for making good looking actors and might have inspired some people.
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 zerg gate was pro. youll see your work was not in vain in a week or so. ill post it here when its done