My dear doctor, you don´t live up to your name. You are so helpful. Probably you should be named DrSuperGood instead ;)
This looks so much better than the attempts I made. I make things to complicated, you had a much better effect chain.
However, it still looks odd when the texture appears and disappers, plus that the ground looks so dead since its no animation in it.
Don´t get me wrong now. You have done the best there could be and for that I thank you. The problem is probably that there is no fitting animation/model that can do this perfectly. But I will contine work on your map and see if I can improve anything. I will seach throught the models/textures to see what there is..
My brother has that name, you can find him on the hive workshop site for WC3.
I had to pause the animation because it did not look so good with the texture. Try checking other splat models out and using different textures. Besides it was a 5 minute attempt.
The splat is meant to be an overlay onto the ground to change the texture while it still uses the same normal map of the creep to give some movement.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
On a side note tetexture itself does not need to be static. You can do like the canastar monitors and use a .vgm file as a texture to have an animated texture.
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I see the main problem of the splat not in the visual itself (which would be pretty easy to get done nicely with some work) but that as far as I understand it the functionality is off. Imagine a creep tumor that was just placed, it would also damage units off creep. Also it would look off at areas which can't be creeped (for example beside a cliff with water next to it).
I don't know if you can fix the damage effect with validators, but you will never get the splat to look right in my opinion.
I quickly did the ability in a way I would approach it. (Which is the idea that Deadzergling already posted on the first page)
This way you get the visuals and damage only on the creep and not outside of the creep, of course the visual itself is really off at the moment, that would be something you have to find out.
There is some tedious work to do though, you would have to add a lot of periodic offsets in the initial effect, that would be the potential points where the damage occurs. Also making the initial persist until destroyed and destroy it manually after the behavior runs out would be much more convenient. Maybe add some different periods and randomize them too... Make the periods shorter the more offsets you use etc. so you get more spread effects.
Would need a lot of optimiziation work and stuff but I think you can make your ability much more recognizable and realistic looking this way (if you put the work in).
edit:
Also depending on how much creep you want to infect it could be a good idea to add more layers of persistents to the effect. Like making the initial spawn 4 more persistents on the edges of a square or the outer sides of a circle and then make these new persistents each spawn damage effects so you get more than one visual effect at a time. Would of course require more work, the map I uploaded is only the basic idea.
edit2:
And instead of direct damage you can of course also just add a behavior to the unit that damages it to get less random and more steady damage.
@Bommes: Go I think the damage should not be linked to the visuals. The damage must be constant and equallt affect the whole creep area. Use the offsets only for visuals.
@Bommes: Go I think the damage should not be linked to the visuals. The damage must be constant and equallt affect the whole creep area. Use the offsets only for visuals.
Yeah already edited that, would be no problem to work with behaviors applied by the persistents which spawn the visuals. Thanks for noticing it :)
Else just use a SOp (Random Point in Circle) to randomise the visuals a little. Also with the damage units off creep, a simple Location Creep validator when applying the damage/buff would solve the issue. As splats automatically conform to the terrain it might be doable.
My dear doctor, you don´t live up to your name. You are so helpful. Probably you should be named DrSuperGood instead ;)
This looks so much better than the attempts I made. I make things to complicated, you had a much better effect chain.
However, it still looks odd when the texture appears and disappers, plus that the ground looks so dead since its no animation in it.
Don´t get me wrong now. You have done the best there could be and for that I thank you. The problem is probably that there is no fitting animation/model that can do this perfectly. But I will contine work on your map and see if I can improve anything. I will seach throught the models/textures to see what there is..
@Kabelkorven: Go
My brother has that name, you can find him on the hive workshop site for WC3.
I had to pause the animation because it did not look so good with the texture. Try checking other splat models out and using different textures. Besides it was a 5 minute attempt.
The splat is meant to be an overlay onto the ground to change the texture while it still uses the same normal map of the creep to give some movement.
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
On a side note tetexture itself does not need to be static. You can do like the canastar monitors and use a .vgm file as a texture to have an animated texture.
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 see the main problem of the splat not in the visual itself (which would be pretty easy to get done nicely with some work) but that as far as I understand it the functionality is off. Imagine a creep tumor that was just placed, it would also damage units off creep. Also it would look off at areas which can't be creeped (for example beside a cliff with water next to it).
I don't know if you can fix the damage effect with validators, but you will never get the splat to look right in my opinion.
I quickly did the ability in a way I would approach it. (Which is the idea that Deadzergling already posted on the first page)
This way you get the visuals and damage only on the creep and not outside of the creep, of course the visual itself is really off at the moment, that would be something you have to find out.
There is some tedious work to do though, you would have to add a lot of periodic offsets in the initial effect, that would be the potential points where the damage occurs. Also making the initial persist until destroyed and destroy it manually after the behavior runs out would be much more convenient. Maybe add some different periods and randomize them too... Make the periods shorter the more offsets you use etc. so you get more spread effects.
Would need a lot of optimiziation work and stuff but I think you can make your ability much more recognizable and realistic looking this way (if you put the work in).
edit:
Also depending on how much creep you want to infect it could be a good idea to add more layers of persistents to the effect. Like making the initial spawn 4 more persistents on the edges of a square or the outer sides of a circle and then make these new persistents each spawn damage effects so you get more than one visual effect at a time. Would of course require more work, the map I uploaded is only the basic idea.
edit2:
And instead of direct damage you can of course also just add a behavior to the unit that damages it to get less random and more steady damage.
@Bommes: Go I think the damage should not be linked to the visuals. The damage must be constant and equallt affect the whole creep area. Use the offsets only for visuals.
Yeah already edited that, would be no problem to work with behaviors applied by the persistents which spawn the visuals. Thanks for noticing it :)
Else just use a SOp (Random Point in Circle) to randomise the visuals a little. Also with the damage units off creep, a simple Location Creep validator when applying the damage/buff would solve the issue. As splats automatically conform to the terrain it might be doable.
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