I just took an hour looking at the new doodads. It is very interesting =D The only thing is that I feel sad about always searching good doodads. It takes so longgg. So whenever I can I will continute making my All Doodads pictures for fast finding. We lose way to much time checking doodads around. And this is why I will probably not post a terrain today. When I'm in the editor, depending of the situations, I sometimes rapidly lose pleasure in making terrain. It's fun when you find what you want and it's boring when you don't.
@Scbroodsc2: Go
Yeah. The sorting by terrain set doesn't even work properly at all, because Blizz lazied out on sorting the assets properly and a lot of space platform assets and such are just available to any tileset. Compared to how orderly WC3 was, this is pretty awful.
It has come down to me going through every file roughly by my head categories for search terms and placing all of the assets I need on the map (see pic I posted on page 1 for the ice stuff).
@SheogorathSC: Go
Currently that lacks any kind of POI. I'd suggest putting a car or something like that in the middle and making it overgrown with plants. Or maybe try to build something out of assets growing out of that roadcrack.
Also I'd suggest adding small vines (should be a cliff doodad) to the buildings. There is also brambles you can use to make vines that crawl up on the building side :)
A slight fog at 0.025 could also help it.
Also you could try to reduce the UV scaling a little, so the textures match the scale.
Hey Moz, could you make the next WTE have something to do with an installation? I've recently fallen in love with the Umoja tileset, and would love to see the communities approach to creating a cleaner environment.
Rollback Post to RevisionRollBack
I do terrain stuff.
...
And in a Starcraft haiku,
...
That's all I can do!
Great idea! Better if you have watched Life After People on History channel, you will get nice ideas how an abandoned city with vines all over will look like. You need lots of grass on the asphalt and between
Or there was one movie from 2010 maybe or was it 2011. Long forgotten the Earth after a cataclysm and people started living like their ancestors, in tents of hay and branches in the nature. There were those places where nature took over the city and there were ruins and skyscrapers standing. That was cool.
Hey Moz, could you make the next WTE have something to do with an installation? I've recently fallen in love with the Umoja tileset, and would love to see the communities approach to creating a cleaner environment.
Your wish is granted and thanks again, I may have saved my planet but I'm losing three friends.
Got the next two WTE's planned out, I promise they'll be sweetsauce!
@SheogorathSC: Go
I'd suggest you use the 3rd one to progress from. That one has potential to look impressive if you do it right.
I suggest you scale down the grass a slight bit more and use some generated foliage as well. Use some of the vines on the upper edges of the building, based on that camera perspective. See my last one with the tree in the corner for it.
Maybe you could take the upside-down crash car and replace that with the transporter you got in the front of the picture (it's the primary POI so it will automatically draw attention there) and put some vines on that.
The road you could try and use the one type of waterplant one. The flat one. The frontal grass cluster asset sadly looks like it's made of paper cutouts in it's current position, replace that one :)
Alternative you could use the bridge as an overpass running through the buildings you have right now and work from that one. I did something like that back in WoL, didn't look to bad, but since it was for a TPS view, it didn't work out very well (no backfaces... see-through bridges are stupid).
You should also try to show more of the building tops. If need be fake the city backdrop with scaled buildings.
Also there still isn't any fog in sight. Just a slight bit, since it's daylight. If you want to go all out, you could mess around with Depth of Field and Bloom a bit.
Also if you really want to bring out those luminescent flowers and their glow, make a really, really dark lighting. So that the flowers are basically most of the lightsources in the picture. But obviously that requires you to use more of them to show the environment you made and custom light the intensity of the whole thing.
Ye, I think that is all I can come up with for now. Try around with those ideas, I'd say.
After lots of failure I now am 5 hour uploads away from putting up the video. Joy oh joy.
I used a lot of the Zerus LOS blockers but made into a doodad with no footprint. I'm not sure if that counts as foliage, is there a tag in the actor itself?
I've never done this, but you could try going in to the model data for the LoS blockers and setting the low quality model to something that won't appear so that people can set model quality to low to disable all that grass.
@FruitNinjazz: Go
You can add it into the Foliage Table of the Zerus Tileset in the Data Editor. It's the best way to deal with these types of issues for low end PCs, since it's more reliable than just assuming models are set to low.
Also it allows you to remove those stupid flowers from the Agria Tileset >.>
Or you can set the LOD model to nothing at all for low as Nebuli suggested, but the risk there is obviously that people might still use a setting where it's displayed.
You could probably do both to be on the secure side.
@Gorandor: Go
DAM, son!
@Mozared: Go
I kinda felt I should make up for the fact that I stopped doing any SC2 work back when I did the Melee Map with the Dams ;)
I just took an hour looking at the new doodads. It is very interesting =D The only thing is that I feel sad about always searching good doodads. It takes so longgg. So whenever I can I will continute making my All Doodads pictures for fast finding. We lose way to much time checking doodads around. And this is why I will probably not post a terrain today. When I'm in the editor, depending of the situations, I sometimes rapidly lose pleasure in making terrain. It's fun when you find what you want and it's boring when you don't.
Working on projects:
@Scbroodsc2: Go Yeah. The sorting by terrain set doesn't even work properly at all, because Blizz lazied out on sorting the assets properly and a lot of space platform assets and such are just available to any tileset. Compared to how orderly WC3 was, this is pretty awful.
It has come down to me going through every file roughly by my head categories for search terms and placing all of the assets I need on the map (see pic I posted on page 1 for the ice stuff).
It's annoying as hell.
Luminescent urban rainforest at night, because why not.
@SheogorathSC: Go Currently that lacks any kind of POI. I'd suggest putting a car or something like that in the middle and making it overgrown with plants. Or maybe try to build something out of assets growing out of that roadcrack.
Also I'd suggest adding small vines (should be a cliff doodad) to the buildings. There is also brambles you can use to make vines that crawl up on the building side :)
A slight fog at 0.025 could also help it.
Also you could try to reduce the UV scaling a little, so the textures match the scale.
Hey Moz, could you make the next WTE have something to do with an installation? I've recently fallen in love with the Umoja tileset, and would love to see the communities approach to creating a cleaner environment.
@SheogorathSC: Go
Great idea! Better if you have watched Life After People on History channel, you will get nice ideas how an abandoned city with vines all over will look like. You need lots of grass on the asphalt and between
Or there was one movie from 2010 maybe or was it 2011. Long forgotten the Earth after a cataclysm and people started living like their ancestors, in tents of hay and branches in the nature. There were those places where nature took over the city and there were ruins and skyscrapers standing. That was cool.
Your wish is granted and thanks again, I may have saved my planet but I'm losing three friends.
Got the next two WTE's planned out, I promise they'll be sweetsauce!
Hrm, I got one more fancy idea for this one. Might make a small tutorial out of it.
Uploading a time lapse of this right now :)
Edit: Okay, RENDERING. Because appearently 1 hour videos down to 20 something is really having a lot of impact even with a i7.
My progress, and a not so bright idea.
@SheogorathSC: Go I'd suggest you use the 3rd one to progress from. That one has potential to look impressive if you do it right.
I suggest you scale down the grass a slight bit more and use some generated foliage as well. Use some of the vines on the upper edges of the building, based on that camera perspective. See my last one with the tree in the corner for it.
Maybe you could take the upside-down crash car and replace that with the transporter you got in the front of the picture (it's the primary POI so it will automatically draw attention there) and put some vines on that.
The road you could try and use the one type of waterplant one. The flat one. The frontal grass cluster asset sadly looks like it's made of paper cutouts in it's current position, replace that one :)
Alternative you could use the bridge as an overpass running through the buildings you have right now and work from that one. I did something like that back in WoL, didn't look to bad, but since it was for a TPS view, it didn't work out very well (no backfaces... see-through bridges are stupid).
You should also try to show more of the building tops. If need be fake the city backdrop with scaled buildings.
Also there still isn't any fog in sight. Just a slight bit, since it's daylight. If you want to go all out, you could mess around with Depth of Field and Bloom a bit.
Also if you really want to bring out those luminescent flowers and their glow, make a really, really dark lighting. So that the flowers are basically most of the lightsources in the picture. But obviously that requires you to use more of them to show the environment you made and custom light the intensity of the whole thing.
Ye, I think that is all I can come up with for now. Try around with those ideas, I'd say.
After lots of failure I now am 5 hour uploads away from putting up the video. Joy oh joy.
Uploaded the whole thing, put it over here: http://www.sc2mapster.com/forums/development/terrain/50109-the-sleeping-beast-timelapse-video-workflow-from-wte/
I made a swamp.
It is for a survival map, these screenshots are taken during the daytime.
I think I went overboard on the doodads. I don't get lag, but I don't think I can say the same for a person on, say, a laptop.
@FruitNinjazz: Go Foliage only displays on higher settings as I recall. So if you use that to fill, it won't lag much for them hopefully.
I used a lot of the Zerus LOS blockers but made into a doodad with no footprint. I'm not sure if that counts as foliage, is there a tag in the actor itself?
@FruitNinjazz: Go
I've never done this, but you could try going in to the model data for the LoS blockers and setting the low quality model to something that won't appear so that people can set model quality to low to disable all that grass.
@FruitNinjazz: Go You can add it into the Foliage Table of the Zerus Tileset in the Data Editor. It's the best way to deal with these types of issues for low end PCs, since it's more reliable than just assuming models are set to low.
Also it allows you to remove those stupid flowers from the Agria Tileset >.>
Or you can set the LOD model to nothing at all for low as Nebuli suggested, but the risk there is obviously that people might still use a setting where it's displayed.
You could probably do both to be on the secure side.
I am already feeling lazy, and it's only been 3 days since I got HotS