Here's the morph start animation for the cerebrate. I currently have no idea how two of these buildings can be linked so that only one of them would be in a stand state, while the others would be in a morph loop, aside from triggers.
The idea is when a morph ability is executed by the player, this animation will play, and a looping one, where the cerebrate is hidden below. Another building's morph end ability would then be enabled, and once clicked, the end animation will play (where the cerebrate comes out of the hole).
ATTACHMENTS
CerMorphStart.gif
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
On to gameplay:
Why have the rest of the beds die? to encourage the zerg to move more? They probably act as a backup if its current location is threatened, if they die it kinda defeats the purpose.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
It has to do with the blockages, and some ideas I'm thinking of right now:
1. Since the model is one whole thing, with the worm and the bed together, the bed cannot have a hit sphere that fits its own shape. If it is possible to animate the shape, then this will allow the bed to be targetable when the cerebrate is hidden.
2. If the bed is considered a target, why not just attack it instead of the cerebrate? Since it is where it escapes, why not destroy it, then the cerebrate? Can the cerebrate survive without the goo? Can it move without the bed's mechanisms? Should we add more animation sequences that fits for this scenario?
3. Because the bed is somewhat made of all important Zerg nerves, or what have you, being itself somewhat linked to the cerebrate in some sense, without the cerebrate, after some time, the bed should dissolve back into the creep.
Truth is, #3 is just a justification to avoid the cringe I get when thinking about #2. LOL
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
3 sounds legit. And it's looking better and better. :)
I suppose it should just be a two part state where you kill both, and with a trigger, if you kill the Cerebrate with a DT, the pool dissolves. If you move it, the pool stays there, but with a trigger, in a campaign, you can make it enter the dissolve/die state. Though the player would not be able to do this by himself, it would only work if you're fighting th AI.
Yeah, I settled with normal death. A few sad parts after some quick edits. I'm done with it, btw. It's just the data parts is hard to figure out.
1. Apparently you can't have a unit with curved collision in game, so there goes walking over the bed. But attacking it still looks legit. No problem.
2. I don't know how to achieve a death where a sequence of animation plays out before the unit's collision disappears. So I reverted to the single death animation. The animations are kept, but I settled on the zerg blood burst with a single animation where the bed curles down into the hole, and a evolution chamber death appears.
There are still data to be worked out, which I put off 'till they're actually needed. I feel lazy working on them right now, since it's not used in my campaign. But the animations are there for others to use later.
For now, I've done sketches for an Aldaris in-game model, and an Enforcer for the DarkReign mod.
Also, A rework on Aldaris portrait is on the way. I'm quite busy right now, so there might be delays to follow.
Here's a sketch for Aldaris. It still has some way to go, so... yeah.
ATTACHMENTS
886.jpg
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Yeah, I settled with normal death. A few sad parts after some quick edits. I'm done with it, btw. It's just the data parts is hard to figure out.
1. Apparently you can't have a unit with curved collision in game, so there goes walking over the bed. But attacking it still looks legit. No problem.
2. I don't know how to achieve a death where a sequence of animation plays out before the unit's collision disappears. So I reverted to the single death animation. The animations are kept, but I settled on the zerg blood burst with a single animation where the bed curles down into the hole, and a evolution chamber death appears.
There are still data to be worked out, which I put off 'till they're actually needed. I feel lazy working on them right now, since it's not used in my campaign. But the animations are there for others to use later.
For now, I've done sketches for an Aldaris in-game model, and an Enforcer for the DarkReign mod.
Also, A rework on Aldaris portrait is on the way. I'm quite busy right now, so there might be delays to follow.
Here's a sketch for Aldaris. It still has some way to go, so... yeah.
Nice, looks a little more detailed. And the Enforcer is Dark Reign 2, right? Damn, I was hoping it was DR1 you were talking about :P
Yeah, I settled with normal death. A few sad parts after some quick edits. I'm done with it, btw. It's just the data parts is hard to figure out.
1. Apparently you can't have a unit with curved collision in game, so there goes walking over the bed. But attacking it still looks legit. No problem.
2. I don't know how to achieve a death where a sequence of animation plays out before the unit's collision disappears. So I reverted to the single death animation. The animations are kept, but I settled on the zerg blood burst with a single animation where the bed curles down into the hole, and a evolution chamber death appears.
There are still data to be worked out, which I put off 'till they're actually needed. I feel lazy working on them right now, since it's not used in my campaign. But the animations are there for others to use later.
For now, I've done sketches for an Aldaris in-game model, and an Enforcer for the DarkReign mod.
Also, A rework on Aldaris portrait is on the way. I'm quite busy right now, so there might be delays to follow.
Here's a sketch for Aldaris. It still has some way to go, so... yeah.
I never understand the Aldaris portrait of SC1 XD for this my team decided to use his comic appearence (even because probably that one is the canonical Aldaris's look)
Depende 'tol, if needed, then there will be more.
I'm trying to get this done ASAP, as I am moving to a Dark Reign: Future of War project.
That or, I'll jump between the two to avoid getting bored.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Dark Reign!!!! Love that game! Is it DR remake on the SC2 engine, by any chance? :)
That's the plan. hehe
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Now I'm even more excited, awesome :)
Good luck with the DR project, as well, then!
Thanks, Alex.
Here's the morph start animation for the cerebrate. I currently have no idea how two of these buildings can be linked so that only one of them would be in a stand state, while the others would be in a morph loop, aside from triggers.
The idea is when a morph ability is executed by the player, this animation will play, and a looping one, where the cerebrate is hidden below. Another building's morph end ability would then be enabled, and once clicked, the end animation will play (where the cerebrate comes out of the hole).
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
With a behavior system it should be possible
Maybe make it tuck in the spines when it goes in the tunnel?
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Yep. I'll be adding particles for the entry too.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Build sequence. From Birth C Start
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
You are an awesome modeler, I just found myself to come here everyday to see your progresses.
Keep up the good work! :)
Battle.net wants to call me InsaneMst, Insane... but you should call me InsaneMonster!
Author of InsaneAI library, InsaneCredits library, InsaneDebug library, InsaneTransmission library, InsaneUI library and InsaneBriefing library.
Author of Mercenary Business - Top 10 Rock The Cabinet 2017: Co-op edition.
Quote from InsaneMst:
You are an awesome modeler, I just found myself to come here everyday to see your progresses.
Keep up the good work! :)
----
Thank you InsaneMst!
Edit:
Morph End (or Unburrow) to Stand animation.
My current thoughts is when this has been executed, the rest of the beds will have a time-life and start to die.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
Love the animation progress, good particle work.
On to gameplay: Why have the rest of the beds die? to encourage the zerg to move more? They probably act as a backup if its current location is threatened, if they die it kinda defeats the purpose.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
It has to do with the blockages, and some ideas I'm thinking of right now:
1. Since the model is one whole thing, with the worm and the bed together, the bed cannot have a hit sphere that fits its own shape. If it is possible to animate the shape, then this will allow the bed to be targetable when the cerebrate is hidden.
2. If the bed is considered a target, why not just attack it instead of the cerebrate? Since it is where it escapes, why not destroy it, then the cerebrate? Can the cerebrate survive without the goo? Can it move without the bed's mechanisms? Should we add more animation sequences that fits for this scenario?
3. Because the bed is somewhat made of all important Zerg nerves, or what have you, being itself somewhat linked to the cerebrate in some sense, without the cerebrate, after some time, the bed should dissolve back into the creep.
Truth is, #3 is just a justification to avoid the cringe I get when thinking about #2. LOL
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
3 sounds legit. And it's looking better and better. :)
I suppose it should just be a two part state where you kill both, and with a trigger, if you kill the Cerebrate with a DT, the pool dissolves. If you move it, the pool stays there, but with a trigger, in a campaign, you can make it enter the dissolve/die state. Though the player would not be able to do this by himself, it would only work if you're fighting th AI.
How's that sound?
Yeah, I settled with normal death. A few sad parts after some quick edits. I'm done with it, btw. It's just the data parts is hard to figure out.
1. Apparently you can't have a unit with curved collision in game, so there goes walking over the bed. But attacking it still looks legit. No problem.
2. I don't know how to achieve a death where a sequence of animation plays out before the unit's collision disappears. So I reverted to the single death animation. The animations are kept, but I settled on the zerg blood burst with a single animation where the bed curles down into the hole, and a evolution chamber death appears.
There are still data to be worked out, which I put off 'till they're actually needed. I feel lazy working on them right now, since it's not used in my campaign. But the animations are there for others to use later.
For now, I've done sketches for an Aldaris in-game model, and an Enforcer for the DarkReign mod.
Also, A rework on Aldaris portrait is on the way. I'm quite busy right now, so there might be delays to follow.
Here's a sketch for Aldaris. It still has some way to go, so... yeah.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
Take at look at the mercenary space stations actor
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Nice, looks a little more detailed. And the Enforcer is Dark Reign 2, right? Damn, I was hoping it was DR1 you were talking about :P
Yep DR1.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@nolanstar:
I've taken a look at it. It has no death model linked. And..
I don't understand how it displays the sequence listed in the model, since the actor calls a destroy when the unit dies?
How does this work?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I never understand the Aldaris portrait of SC1 XD for this my team decided to use his comic appearence (even because probably that one is the canonical Aldaris's look)
I think I'm having a deja vu.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.