To change the doodad models is pretty simple. I personally would give the trees an actor alias. Then in your trigger send actor messages to all the actors with that alias a model swap actor message which will allow you to switch out all the models fairly painlessly.
As far as I know low quality will just affect the texture quality. I'm not 100% on that but that's what it seems like to me.
Ok I figured out an even simpler method. I just used actor signals. You have to add one to the actor's event but it's very simple. Here is the example map as well.
Wow, that works! I can't wait to implement this in the LOD triggers :D. I'll give you guys the credits for your Life Saving stuff; JacktheArcher, kinkycactus, Crainy and the others. I think I owe you guys some samples again and I'll take my time to make proper tutorials.
In other news, I wonder if I should add extreme quality foliage or not, most people have good pc, only mine has to suffer from it a bit. One thing I want is to add more options for the graphics, now thanks to JacktheArcher, it will be easy to switch to lower quality and vice versa.
One thing that bugs me is the small size of the map 200 something is not enough for a fps so I'll be trying the 500 hack since ther will be no performance problems. At this point I'll have to split the terrain in 4 pieces for optimization this way it will also have LOD easily.
Another thing I discovered is the use of full alpha on a normal map which is not used in sc2 for some reason (full RGB mask on purple normal) VS (orange and green). The orange and green uses only one channel as you already know so it will be visually incorrect and also end up inverted on the other side of the object.
Ok so I made this trigger to swap from HQ to LQ models.
"Signal Test2" at 20 range to revert back.
"Signal Test1" at 200 range for LQ mode
It works fine for hiding and showing doodads but on model swapping I have a lag\performance issue, the performance is suffocated by lag most probably because of the fact that the model swaps all the time at every 0.1 seconds. The effect is similar to thousands of units spawned instantly :(
I only need it to swap when the camera reaches the range for the doodad and it needs to be only once, to prevent problems. I have yet to find a event or condition that works.
Imagine the triggers swapping to low quality models while the camera moves\distances itself from the objects, happening in real time like a real engine.
I think there may have been a few camera events in the actor events. My only other idea might not be a whole lot better but it'd use data to trigger the signal rather than triggers which may only be marginally better.
Edit: If you need direction look at how certain foliage burns up. So maybe look at what signals the agria trees to burn or something.
I heard from an experienced coder that there's a better way to do this unfortunately he never explained how to actually do it, he just gave me the theory.
Originally posted by Code X
<<<The oranges are camera source and targets.
I would make a cone calculating from those 2 points.
The boxes are the actors I would only process those 2 actors because that's everything in my cone, everything in my range of sight.
From the cone itself you can check the range, "Range between 2 points" .
Pick every actor in 'Cone' and do (multiple actions)" then I would "Send signal to cone" .
I would check for conditions btw so there will be no events.
"Wait for conditions until "Camera moves"" (so it does not run every 0.03 seconds) - he said delete this, use a camera move event.>>>
I simple put together what he said I have no idea!
Hello i am Vick the team leader of Vicsletsplayteam project for Hellsing mod on Star Craft 2 i am a 3ds max modeller and aterrain designer this is mi first post on this thread.
Here are some pictures of the Hellsing Mansion created by me, the fountain and fence with the Hellsing logo. The first ever Hellsing mansion model I know there is, a Minecraft model it looks pretty interesting but its not that graphically good locking and i see no one else bothered to create this model for more detail also there are tow different mansions in the new and old anime, they are a little bit different so I made it in my one style so i am hoping you enjoy my model I was trying to be as precise as possible with the building and choose between both versions of the mansion. Thank you all for supporting the mod people like unclesatan, he has a grate locking Alucard model so enjoy the pics, pleas give some feedback!
I am glad you like it thank you for the support means alot to the team
And thank you for the actor and camera relay helped me and my coworker Tobyfat50 we where kind of stuck about the trigger actor and we do need a lot of support because toby will go to Spain for work and i need a grate texture maker like him on the team and all the support i can get thank you again:)
Was Stuck?! I was almost about to say I am still stuck!!! Hellz No, I found the solution for the LOD problem! : ))))))))))))))))))))))))
I appreciate the help so far and if there is someone still thinking about it there's no need anymore :D
In the meantime, do to me having no time I'll just post some random pictures.
I have one problem with swapping of models from high to low, it still lag because I used a periodic event every 1 seconds of game time. I am unfamiliar with the sc2 triggers, after searching for 2 days I couldn't find a condition or something to prevent the action from happening all the time, constantly. I am hoping someone can figure this out. The system work the following way; I made a sphere in 3ds max, with 2 models, one high and one low. It has 2 animations, stand and spell. Stand will be the High quality while spell will hide the HQ and sow the low quality and basically that is all there is to it, the model swaps animation in a specific camera distance. Because of the 1 sec event even the animation gets restarted and it's really a problem with animated trees, their animation will stop and repeat halfway which is why I need a condition that deactivate the timer while the camera distance from the object has been reached so it will be only one time. The reason I made a periodic event is because I need it to constantly update while the camera moves closer or away from the objects.
There is another triggers there that hides details like grass and rocks it works the same way only it does not require any model animation, that one works fine so ignore it, the object of interest is the sphere.
The fps camera triggers are taken from the generic fps\tps maps.
To activate have Num Lock on
Page up\down to go in to tps\fps
Right pad 1 and 2 for tps\fps mode (To see the effects of the LOD triggers better, go in to fps mode 2!)
Just some images, my best attempt to make something visually appealing in sc2! I'm kinda upset I can't solve the optimization problem. The more I pump the map with models the harder it is on the performance. Works very well on medium shaders but it slows down on high and above. It's not like the one you get with the sc2 terrain it's still playable but a bit more slow. No problems starting from dual cores and a bit more ram, yeah my PC sucks!
Don't expect much this is just for show, made some light rays with bilboards and they semi work in game, might need to trigger them, they also add to the lighting.
By playing with the depth of field you can see the way it works :S!
I forgot to mention that because I am running out of time I add a bunch of rips; props and some trees + buildings reskinned to improve production time, the rest is done by me. For the sake of this project I will give credits to the creator, the resources are free to use according to him.
Not to necro but does anyone know if this is dead? I know it was ambitious but I'd just like to know if the devs are still working o nthis or something else.
@Tobyfat50: Go
To change the doodad models is pretty simple. I personally would give the trees an actor alias. Then in your trigger send actor messages to all the actors with that alias a model swap actor message which will allow you to switch out all the models fairly painlessly.
As far as I know low quality will just affect the texture quality. I'm not 100% on that but that's what it seems like to me.
Ok, I am a real numbskull! How do I send it to that alias? Would you be so kind to give me a e example because I am doing something wrong. ;_;
very interesting and good looking
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@Tobyfat50: Go
Ok I figured out an even simpler method. I just used actor signals. You have to add one to the actor's event but it's very simple. Here is the example map as well.
Wow, that works! I can't wait to implement this in the LOD triggers :D. I'll give you guys the credits for your Life Saving stuff; JacktheArcher, kinkycactus, Crainy and the others. I think I owe you guys some samples again and I'll take my time to make proper tutorials.
In other news, I wonder if I should add extreme quality foliage or not, most people have good pc, only mine has to suffer from it a bit. One thing I want is to add more options for the graphics, now thanks to JacktheArcher, it will be easy to switch to lower quality and vice versa.
One thing that bugs me is the small size of the map 200 something is not enough for a fps so I'll be trying the 500 hack since ther will be no performance problems. At this point I'll have to split the terrain in 4 pieces for optimization this way it will also have LOD easily.
Another thing I discovered is the use of full alpha on a normal map which is not used in sc2 for some reason (full RGB mask on purple normal) VS (orange and green). The orange and green uses only one channel as you already know so it will be visually incorrect and also end up inverted on the other side of the object.
Ok so I made this trigger to swap from HQ to LQ models.
"Signal Test2" at 20 range to revert back.
"Signal Test1" at 200 range for LQ mode
It works fine for hiding and showing doodads but on model swapping I have a lag\performance issue, the performance is suffocated by lag most probably because of the fact that the model swaps all the time at every 0.1 seconds. The effect is similar to thousands of units spawned instantly :(
I only need it to swap when the camera reaches the range for the doodad and it needs to be only once, to prevent problems. I have yet to find a event or condition that works.
Imagine the triggers swapping to low quality models while the camera moves\distances itself from the objects, happening in real time like a real engine.
@Tobyfat50: Go
I think there may have been a few camera events in the actor events. My only other idea might not be a whole lot better but it'd use data to trigger the signal rather than triggers which may only be marginally better.
Edit: If you need direction look at how certain foliage burns up. So maybe look at what signals the agria trees to burn or something.
I heard from an experienced coder that there's a better way to do this unfortunately he never explained how to actually do it, he just gave me the theory.
Originally posted by Code X
<<<The oranges are camera source and targets.
I would make a cone calculating from those 2 points.
The boxes are the actors I would only process those 2 actors because that's everything in my cone, everything in my range of sight.
From the cone itself you can check the range, "Range between 2 points" .
Pick every actor in 'Cone' and do (multiple actions)" then I would "Send signal to cone" .
I would check for conditions btw so there will be no events.
"Wait for conditions until "Camera moves"" (so it does not run every 0.03 seconds) - he said delete this, use a camera move event.>>>
I simple put together what he said I have no idea!
Just saw the updated pics, they look amazing.
I hope you can get a testable version up soon!
Not unless I solve the problem, it's holding me back : \
Hello i am Vick the team leader of Vicsletsplayteam project for Hellsing mod on Star Craft 2 i am a 3ds max modeller and aterrain designer this is mi first post on this thread.
Here are some pictures of the Hellsing Mansion created by me, the fountain and fence with the Hellsing logo. The first ever Hellsing mansion model I know there is, a Minecraft model it looks pretty interesting but its not that graphically good locking and i see no one else bothered to create this model for more detail also there are tow different mansions in the new and old anime, they are a little bit different so I made it in my one style so i am hoping you enjoy my model I was trying to be as precise as possible with the building and choose between both versions of the mansion. Thank you all for supporting the mod people like unclesatan, he has a grate locking Alucard model so enjoy the pics, pleas give some feedback!
@VicsLetsPlayTeam: Go
Looks great and I like what you've done so far. I can't wait to see it textured.
@JacktheArcher: Go
I am glad you like it thank you for the support means alot to the team
And thank you for the actor and camera relay helped me and my coworker Tobyfat50 we where kind of stuck about the trigger actor and we do need a lot of support because toby will go to Spain for work and i need a grate texture maker like him on the team and all the support i can get thank you again:)
Was Stuck?! I was almost about to say I am still stuck!!! Hellz No, I found the solution for the LOD problem! : )))))))))))))))))))))))) I appreciate the help so far and if there is someone still thinking about it there's no need anymore :D
In the meantime, do to me having no time I'll just post some random pictures.
A sample of the fps
I have one problem with swapping of models from high to low, it still lag because I used a periodic event every 1 seconds of game time. I am unfamiliar with the sc2 triggers, after searching for 2 days I couldn't find a condition or something to prevent the action from happening all the time, constantly. I am hoping someone can figure this out. The system work the following way; I made a sphere in 3ds max, with 2 models, one high and one low. It has 2 animations, stand and spell. Stand will be the High quality while spell will hide the HQ and sow the low quality and basically that is all there is to it, the model swaps animation in a specific camera distance. Because of the 1 sec event even the animation gets restarted and it's really a problem with animated trees, their animation will stop and repeat halfway which is why I need a condition that deactivate the timer while the camera distance from the object has been reached so it will be only one time. The reason I made a periodic event is because I need it to constantly update while the camera moves closer or away from the objects.
There is another triggers there that hides details like grass and rocks it works the same way only it does not require any model animation, that one works fine so ignore it, the object of interest is the sphere.
The fps camera triggers are taken from the generic fps\tps maps.
Just some images, my best attempt to make something visually appealing in sc2! I'm kinda upset I can't solve the optimization problem. The more I pump the map with models the harder it is on the performance. Works very well on medium shaders but it slows down on high and above. It's not like the one you get with the sc2 terrain it's still playable but a bit more slow. No problems starting from dual cores and a bit more ram, yeah my PC sucks!
Don't expect much this is just for show, made some light rays with bilboards and they semi work in game, might need to trigger them, they also add to the lighting.
By playing with the depth of field you can see the way it works :S!
I forgot to mention that because I am running out of time I add a bunch of rips; props and some trees + buildings reskinned to improve production time, the rest is done by me. For the sake of this project I will give credits to the creator, the resources are free to use according to him.
awesome. :)
AMAZING!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
Not to necro but does anyone know if this is dead? I know it was ambitious but I'd just like to know if the devs are still working o nthis or something else.
@JacktheArcher I think it's safe to say it's dead. It's too bad this would've been awesome but they haven't logged in for a year.