Team - VicsLetsPlayTeam: Vic_Team leader, Tobyfat50_second in command
Overview
Welcome we've been expecting you. My name is Dracula and I bid you welcome To Hellsing Mod for Star Craft 2 Wings of Liberty. An innovative FPS Action Shooter game Based on the Hellsing Anime series and the legend of Dracula, Vlad The Impaler, almost like a new game we will start from scratch to finish. Momentarily there's only 2 of us working on the mod but we are proud to present a first person shooter Action Packed with all the anime characters, some new ones and lots off new features like:
Character Upgrades - every time you defeat a boss.
Weapon Upgrades - collect more points to upgrade your armor, ammo or special abilities. Transforme in to a Hybrid Wolf, Hybrid Vampire, Bat or in to Mist. You can even create your own vampires by drinking the npc's human's blood, can eve hunt other vampires and if the player choses so he can drink the vampires blood and gain there power, kind of like in Blood Lines but only ALUCARD can do Diablory.
You heave 2 options, you can also play with Seras Victoria, yes she is a playable character.
Different story that will go in to the anime hellsing a litle and some mythical legend of Dracula.
The mod is barely at 8% probably because we need more people to help us make this happen. I am a 3ds Max Modeler and my friend TobyFat50 Is a Skinner, terrainer, knows how to model as well. The launch on the mod is unknown for now but we will be uploading new information pictures or a beta game play each month so stay tuned and don't go anywhere! Don't forget to follow us On youtube and Facebook if you like this mod, track it!
It's already mentioned above, we are a two man cell trying to achieve a FPS / TPS / Action, focused mostly on a fps that runs well enough on slow computers. I have been moding since the old days of warcraft 3 so after witnessing the sc2 editor's capabilities first hand I decided it's time to make a real working fps. Me and my friend are frail beginners with the sc2 editor so we are learning while building.
The thing I want to point out myself is that I noticed a couple of people saying that the Starcraft 2 isn't suited for first person play and I haven't really seen many people actually try with small exceptions. I want to prove them wrong and am looking for ways to solve the fps dilemma. Slowly but shortly, solutions to problems are emerging!
Why a anime, why Hellsing?
There really aren't many games/anime out there that can actually be called decent. Me and my team mate are true fans of vampire myth and legend so we feel that the small amount of vampire material isn't really doing any good to the fans. Hellsing the anime started really good but sadly was not perfect and it probably shouldn't even be expected to be so, maybe a little justice needs to be done somewhere.
We will be attempting to combine old folklore and myth with a anime I know it seems strange but we are trying something different, going with a different approach on the anime to a more close to reality legend and even folclore.
FPS Benchmark
I'll be uploading test maps here so other people can test it and give me feedback if the fps is running good or not.
Pretty sure that the massive performance loss while in high drawing distance aren't the models themselves but the terrain tile, which is always at full resolution. (no texture filtering)It is fine from the native camera angle but it is an overkill from any other camera angle. A 256x256 map has a terrain mesh that is like 131k polygons minimum (probably much higher if there are seams and material layers) and 65,536 tiles of unoptimized 64x64 pix textures all over the place which is not only insane load but also a mega brutal aliasing galore.
Most likely the maximum you can do is change the tileset to something like 2x2 pixel sized texture to minimize the impact on performance. >>>
Actually the models play a small role in performance loss but it depends on it's complexity. You can make a test, completely remove the terrain but keep the doodads, should run as smoth as a baby's but more or less depending on your computer.
A single mesh no matter how dense should draw faster than the same mesh split in dozens of pieces It's something I noticed for a while now and I hope I got it right but I assume some models are loaded better if it's one object instead of many, not to certain about ones that are to large and too complex with geometry.
Edit: You can use the show/hide terrain in the editor but for playable purposes hide the terrain cell or use triggers in game to do so.
All of this looks really good! I'll keep an eye out on this. If your looking for weapons for units check the link in my signature it might help. Though by the looks of things you can probably make better weapons.
The model looks pretty good, It's definitely interesting and we might actually consider using it but we are trying to make our own versions so we are not sure if we take the offer or not but we appreciate it very much and would really like to use the model if it's still available and we decide to use it. We also appreciate all the comments and interest so far.
In Update related news there will be posted much later and at current time Vic is making weapons. One more thing I'll mention which I haven't in the thread info is that the action will happen in the past and present. You will get to play with Alucard before he became a vampire and will be presented with more back story to his past.
Finally someone is doing something actually interesting with the SC2 editor. SC2 needs more total conversions like this, I really like what you have shown so far and I look forward to seeing more.
One question, will it have multiplayer or be singleplayer only?
Finally someone is doing something actually interesting with the SC2 editor. SC2 needs more total conversions like this, I really like what you have shown so far and I look forward to seeing more. One question, will it have multiplayer or be singleplayer only?
Regarding the multiplayer, we won't be doing one. It's a single player mod, we are not planning on making it multiplayer mainly because of its huge size and some multiplayer limitations. We thought about it but it's mostly up to the team leader's decision. At the moment the answer is No!
Guess that might be up to you guys after we are done!
________
UPDATES
Material Improvements
As you can see I am trying really hard to get the right lighting specular and normals to make everything not look like plastic, the way SC2 usually does. Takes some experimental practices to get this right. You know what they say if you can' get it right the first time you'll get it from the second, unfortunately it took more than 3,5 tries.
First Try on bricks normal map
Later improvement
Other Material like stone
Terrain mesh and trees
The sun effects are of course from the game (Done by placing billboards). I don't know how to incorporate dynamic sun effects like that and would appreciate it if someone could give me a idea how that is done or how to fake it. Faking it should be just as fine, I had to fake 99% of the stuff in the old Warcraft 3 engine. Speaking of which does anyone know how to use Ambient occlusion and lightmaps? All I know is that you need to have a Explicit UV Channel, I used 3 but it doesn't work, they are there but don't know how to use. Another question would be how do I make the parallax looking effect like on lava or ground splats, could be very useful for more improvement on brick materials. I want to understand how every feature works so that I can use the full power of the editor at my disposal after which magic will follow!
Question related to the fps system, this one is a bit more retarded! How do I get grass models to disappear at a certain camera range like in most fps. To make the question simpler, how can I hide doodads with triggers? I don't want them moved, I want them hidden so that I can unhide them back later.
Looking good so far, though the chin seems a little pointy. You should create a thread of your modeling progression over in the Artist Tavern.
You're right, I must have been using a bad reference, thanks for finding one that looks nice.
I will soon for sure :) I am in desperate need of constructive criticism at this point haha. I also agree that his hair is too short after looking at the reference. Didn't mean to hijack your thread man, I just wanted to offer a resource to you :p
Enough about me though your textures look amazing. The last screenshot is especially nice to look at. Also the bricks just look perfect, nice work on that. As for hiding doodads, I have yet to find an effective way to do that, but please do tell if you figure something out.
I'm not sure how you made those sun effects with billboards but they're awesome.
Actually it's easy to do that, in warcraft 3 all you have to do is make some dummy units that move in accordance to the camera angle and replace them with billboards. Sadly I don't know how to do that in starcraft so those are only billboards.
News related, here's an Update from the team leader, VIC, and no updates from me this time. It's a more worked part of the castle. Hopefully we will shift in to gear soon and more progress can be done! At the moment the FPS system isn't even close to being called borned. I would really like for someone to have the answers to my questions. At least we plan to show you some videos of the thing soon...
There's an action called "Show/Hide Doodads in region"
Funny that, I was using Wings of Liberty at the time, that action is available in Heart of the Swarm so I didn't notice. I'll try it, should work. __
Works FINE!
Team - VicsLetsPlayTeam: Vic_Team leader, Tobyfat50_second in command
Overview
Welcome we've been expecting you. My name is Dracula and I bid you welcome To Hellsing Mod for Star Craft 2 Wings of Liberty. An innovative FPS Action Shooter game Based on the Hellsing Anime series and the legend of Dracula, Vlad The Impaler, almost like a new game we will start from scratch to finish. Momentarily there's only 2 of us working on the mod but we are proud to present a first person shooter Action Packed with all the anime characters, some new ones and lots off new features like:
The mod is barely at 8% probably because we need more people to help us make this happen. I am a 3ds Max Modeler and my friend TobyFat50 Is a Skinner, terrainer, knows how to model as well. The launch on the mod is unknown for now but we will be uploading new information pictures or a beta game play each month so stay tuned and don't go anywhere! Don't forget to follow us On youtube and Facebook if you like this mod, track it!
http://www.moddb.com/mods/hellsing-mod-sc-2
More details
It's already mentioned above, we are a two man cell trying to achieve a FPS / TPS / Action, focused mostly on a fps that runs well enough on slow computers. I have been moding since the old days of warcraft 3 so after witnessing the sc2 editor's capabilities first hand I decided it's time to make a real working fps. Me and my friend are frail beginners with the sc2 editor so we are learning while building.
The thing I want to point out myself is that I noticed a couple of people saying that the Starcraft 2 isn't suited for first person play and I haven't really seen many people actually try with small exceptions. I want to prove them wrong and am looking for ways to solve the fps dilemma. Slowly but shortly, solutions to problems are emerging!
Why a anime, why Hellsing?
There really aren't many games/anime out there that can actually be called decent. Me and my team mate are true fans of vampire myth and legend so we feel that the small amount of vampire material isn't really doing any good to the fans. Hellsing the anime started really good but sadly was not perfect and it probably shouldn't even be expected to be so, maybe a little justice needs to be done somewhere.
We will be attempting to combine old folklore and myth with a anime I know it seems strange but we are trying something different, going with a different approach on the anime to a more close to reality legend and even folclore.
FPS Benchmark
I'll be uploading test maps here so other people can test it and give me feedback if the fps is running good or not.
Rather important for the people who like to know!
<<< Originally posted by Talavaj From the HiveWorkshop (I recommend you read the thread the guy's a genius)
http://www.hiveworkshop.com/forums/map-development-202/memento-mori-231499/index23.html
Pretty sure that the massive performance loss while in high drawing distance aren't the models themselves but the terrain tile, which is always at full resolution. (no texture filtering)It is fine from the native camera angle but it is an overkill from any other camera angle. A 256x256 map has a terrain mesh that is like 131k polygons minimum (probably much higher if there are seams and material layers) and 65,536 tiles of unoptimized 64x64 pix textures all over the place which is not only insane load but also a mega brutal aliasing galore.
Most likely the maximum you can do is change the tileset to something like 2x2 pixel sized texture to minimize the impact on performance. >>>
Actually the models play a small role in performance loss but it depends on it's complexity. You can make a test, completely remove the terrain but keep the doodads, should run as smoth as a baby's but more or less depending on your computer.
A single mesh no matter how dense should draw faster than the same mesh split in dozens of pieces It's something I noticed for a while now and I hope I got it right but I assume some models are loaded better if it's one object instead of many, not to certain about ones that are to large and too complex with geometry.
Edit: You can use the show/hide terrain in the editor but for playable purposes hide the terrain cell or use triggers in game to do so.
Go here to read the rest!
http://www.sc2mapster.com/forums/development/terrain/63809-terrain-object-texture-scale-problem/#p11
Screenshots
See the rest on MODDB!
All of this looks really good! I'll keep an eye out on this. If your looking for weapons for units check the link in my signature it might help. Though by the looks of things you can probably make better weapons.
Those are some sexy trees.
I've been working on my own map, and I actually have a fairly fleshed out Alucard model that is almost ready to transfer to low-poly.
When I get it polished and detailed I'll release it to you for this map if you like
keep in mind it's a work in progress, i still have to add glasses :)
The model looks pretty good, It's definitely interesting and we might actually consider using it but we are trying to make our own versions so we are not sure if we take the offer or not but we appreciate it very much and would really like to use the model if it's still available and we decide to use it. We also appreciate all the comments and interest so far.
In Update related news there will be posted much later and at current time Vic is making weapons. One more thing I'll mention which I haven't in the thread info is that the action will happen in the past and present. You will get to play with Alucard before he became a vampire and will be presented with more back story to his past.
Those screenshots look fantastic. Great work.
Finally someone is doing something actually interesting with the SC2 editor. SC2 needs more total conversions like this, I really like what you have shown so far and I look forward to seeing more.
One question, will it have multiplayer or be singleplayer only?
no worries, i planned on releasing all of my models to the public when i get them optimized for the editor anyways. i'm sure it'll be around :)
good luck with your map!
@unclesatan: Go
Looking good so far, though the chin seems a little pointy. You should create a thread of your modeling progression over in the Artist Tavern.
Formally Kinkycactus
@unclesatan: Go
I definitely like the style but one suggestion I'll give is to make his hair a little longer!
Regarding the multiplayer, we won't be doing one. It's a single player mod, we are not planning on making it multiplayer mainly because of its huge size and some multiplayer limitations. We thought about it but it's mostly up to the team leader's decision. At the moment the answer is No!
Guess that might be up to you guys after we are done!
________
UPDATES
Material Improvements
As you can see I am trying really hard to get the right lighting specular and normals to make everything not look like plastic, the way SC2 usually does. Takes some experimental practices to get this right. You know what they say if you can' get it right the first time you'll get it from the second, unfortunately it took more than 3,5 tries.
First Try on bricks normal map
Later improvement
Other Material like stone
Terrain mesh and trees
The sun effects are of course from the game (Done by placing billboards). I don't know how to incorporate dynamic sun effects like that and would appreciate it if someone could give me a idea how that is done or how to fake it. Faking it should be just as fine, I had to fake 99% of the stuff in the old Warcraft 3 engine. Speaking of which does anyone know how to use Ambient occlusion and lightmaps? All I know is that you need to have a Explicit UV Channel, I used 3 but it doesn't work, they are there but don't know how to use. Another question would be how do I make the parallax looking effect like on lava or ground splats, could be very useful for more improvement on brick materials. I want to understand how every feature works so that I can use the full power of the editor at my disposal after which magic will follow!
Question related to the fps system, this one is a bit more retarded! How do I get grass models to disappear at a certain camera range like in most fps. To make the question simpler, how can I hide doodads with triggers? I don't want them moved, I want them hidden so that I can unhide them back later.
You're right, I must have been using a bad reference, thanks for finding one that looks nice.
I will soon for sure :) I am in desperate need of constructive criticism at this point haha. I also agree that his hair is too short after looking at the reference. Didn't mean to hijack your thread man, I just wanted to offer a resource to you :p
Enough about me though your textures look amazing. The last screenshot is especially nice to look at. Also the bricks just look perfect, nice work on that. As for hiding doodads, I have yet to find an effective way to do that, but please do tell if you figure something out.
I'm not sure how you made those sun effects with billboards but they're awesome.
I would recommend that you make this singleplayer. With the input latency, multiplayer FPS games aren't particularly viable in SC2.
If you design the game with the input latency in mind, its very much possible and viable.
Actually it's easy to do that, in warcraft 3 all you have to do is make some dummy units that move in accordance to the camera angle and replace them with billboards. Sadly I don't know how to do that in starcraft so those are only billboards.
News related, here's an Update from the team leader, VIC, and no updates from me this time. It's a more worked part of the castle. Hopefully we will shift in to gear soon and more progress can be done! At the moment the FPS system isn't even close to being called borned. I would really like for someone to have the answers to my questions. At least we plan to show you some videos of the thing soon...
that last shot was in the sc2 engine? very very well done, i am definitely amazed
Im pretty sure the last shot is a reference photo.
@Tobyfat50: Go
There's an action called "Show/Hide Doodads in region"
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
the resolution on my screen is funky sometimes
Funny that, I was using Wings of Liberty at the time, that action is available in Heart of the Swarm so I didn't notice. I'll try it, should work.
__
Works FINE!