We can put both to test in game. The blueprint idea, and the standard flyer transport, maybe with the ability I suggested for it, an alternative ground mode that would be a "slow-moving" bunker. We can do it for most cases we have more than one idea for the unit. Over time we will have enough feedback to decide which version is going to be used. And I think it is going great, since we actually have more ideas than we can use, better than lacking good ideas ;-)
@DrSuperEvil: That would be awesome. The stealth units would look different from both standard cloak and burrow effects. Maybe some units could automatically hide when idle. Nos as good as cloak, but better than burrow.
No. The .ogv format is a derivation of the .ogg format of video. The Castanar Monitor Large doodad variants use it, as do several in game cinematics and it has been tested before as a texture for units. Although the methods used to change the texture were before the use of the Texture Select By Id event became well known.
What about just giving it the Terrain texture for some parts? Just like some doodads. The unit would automatically blend with its surroundings. It may be off topic, but I can imagine a human sniper laying down covered like that. Like in this
Just replace the human with some kind of robot and we have our stealth ability visuals.
@DrSuperEvil: There's no need for that at all. I just gave the SCV one doodad model (one of the Aiur Ruined Ships) and when it moves it assumes the texture of the ground it is standing on. That's a perfect blend in my opinion.
No, I didn't attach it. I replaced the model file for the SCV model. And there's no need for actor events to make the terrain texture work. So modellers could do the same for the units and we wouldn't need to use attachments. Well even if we do, I believe there's no problem attaching these model files to a unit, blizzard's original doodas probably lack needed attachment points but we won't use blizzard's anyway.
Was just thinking in terms of variability. Giving them a solid base and alternating camo attachments detending on the map terrain set. Think of the infested terran structure attachments.
I can see this either being humanoid or like something from Star Wars.... if anyone has any other ideas, I'm open to them, but humanoid seems best for a T3 unit.
Also, what if the T3 flyer was able to act as a mobile power source? So that, towards the end, it can go over and allow abandoned buildings to be used again; possibly save the game.
I had a four-legged concept art and everyone was like "it's supposed to be 2-legged"... And the walker is a T3 unit, so it is build, rather than fused.
Right now we have one flyer idea; the repairing detector thing.
But, is that a T1 unit that is used to make the T2 flyers? Or are we going to make that a T2 unit and have our ground units somehow form together to make flyers? (Might need to get a bit crative in that case. Give the ground unit pieces that look like they make flyers.)
I think there's no need to make flyer be morphed/merged from ground units, at least not all of them. Think about the zerg, they're supposed to morph a lot, still there aren't many units that come from lower tier units. This is just one of ways the race uses to get new units, must not be the only one though. We will probably have 2 or 3 merged units at most, and about 4 or 5 morphed units at most. And still this is more than zerg morphs or the only one protoss merge.
@yukaboy: Go
Do you even know where the work bionic comes from? It is an abreviation from bio electronic which refers to neural interfaces. Also none of those names sound very machine like unless you count an ape in a tin suit on horseback as robot like.
Only good suggestions were Juggernaut, Titan, Cyclops, Behemoth and Raider
Was under the impression we already had a repairing detector ground spellcaster unit. This means we need to reconsider what the air detetor can do.
T1 stuff merges to form the T2 air units and T2 stuff becomes T3 one. While with land T0-1 stuff merges into T2 via various combinations.
Rollback Post to RevisionRollBack
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We can put both to test in game. The blueprint idea, and the standard flyer transport, maybe with the ability I suggested for it, an alternative ground mode that would be a "slow-moving" bunker. We can do it for most cases we have more than one idea for the unit. Over time we will have enough feedback to decide which version is going to be used. And I think it is going great, since we actually have more ideas than we can use, better than lacking good ideas ;-)
How about giving some units .ogv format textures so they look like they are trying to blend in with the terrain?
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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
@DrSuperEvil: That would be awesome. The stealth units would look different from both standard cloak and burrow effects. Maybe some units could automatically hide when idle. Nos as good as cloak, but better than burrow.
@DrSuperEvil: Go
Is that a transparent texture or something?
Anyways I like the idea of them blending in :D Also like the idea of a slow-moving ground transport bunker..thing.
No. The .ogv format is a derivation of the .ogg format of video. The Castanar Monitor Large doodad variants use it, as do several in game cinematics and it has been tested before as a texture for units. Although the methods used to change the texture were before the use of the Texture Select By Id event became well known.
http://www.sc2mapster.com/forums/development/artist-tavern/22952-ogv-unit-skins/#p3
http://www.sc2mapster.com/forums/general/off-topic/16317-how-to-create-a-ogv-video/#p3
It would be a far from perfect cloak visual but would be dynamic and at least give the viewer the impression the unit is trying to blend in.
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
What about just giving it the Terrain texture for some parts? Just like some doodads. The unit would automatically blend with its surroundings. It may be off topic, but I can imagine a human sniper laying down covered like that. Like in this
Just replace the human with some kind of robot and we have our stealth ability visuals.
Problem is the Model and Unit actor types lack the Actor - Texture Sets field. Also you cannot use Doodad actors as an attachment.
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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
@DrSuperEvil: There's no need for that at all. I just gave the SCV one doodad model (one of the Aiur Ruined Ships) and when it moves it assumes the texture of the ground it is standing on. That's a perfect blend in my opinion.
Really? Last time I heard there were error messages when a doodad actor was used as an attachment. If it works then that makes things even simpler.
Just needs a Terrain validator to give some alteration between terrain sets of the attached doodads.
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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
No, I didn't attach it. I replaced the model file for the SCV model. And there's no need for actor events to make the terrain texture work. So modellers could do the same for the units and we wouldn't need to use attachments. Well even if we do, I believe there's no problem attaching these model files to a unit, blizzard's original doodas probably lack needed attachment points but we won't use blizzard's anyway.
Was just thinking in terms of variability. Giving them a solid base and alternating camo attachments detending on the map terrain set. Think of the infested terran structure attachments.
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
Yeah, it would be great. Using it along with that terrain texture feature would create a perfect camo visual.
Know anyone who understands models well enough? I would suggest we ask AlphaShadows since he knows alot about textures and models.
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Just sort of wondering here:
We want a two-legged walker right?
I can see this either being humanoid or like something from Star Wars.... if anyone has any other ideas, I'm open to them, but humanoid seems best for a T3 unit.
Also, what if the T3 flyer was able to act as a mobile power source? So that, towards the end, it can go over and allow abandoned buildings to be used again; possibly save the game.
@AtikLyar: I'd give it more direct combat abilities than economy abilities. Maybe that can be used by the spellcaster flyer?
As the idea of the race units is fusion from lower tier ones, I thought the walker was to be 3+ legged?
True we do need ideas for a flyer spellcaster.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I had a four-legged concept art and everyone was like "it's supposed to be 2-legged"... And the walker is a T3 unit, so it is build, rather than fused.
Right now we have one flyer idea; the repairing detector thing.
But, is that a T1 unit that is used to make the T2 flyers? Or are we going to make that a T2 unit and have our ground units somehow form together to make flyers? (Might need to get a bit crative in that case. Give the ground unit pieces that look like they make flyers.)
I think there's no need to make flyer be morphed/merged from ground units, at least not all of them. Think about the zerg, they're supposed to morph a lot, still there aren't many units that come from lower tier units. This is just one of ways the race uses to get new units, must not be the only one though. We will probably have 2 or 3 merged units at most, and about 4 or 5 morphed units at most. And still this is more than zerg morphs or the only one protoss merge.
I can't contribute much besides naming things, I'll get the dictionary...
Building names:
Hub, Capital, Plaza, Metropolis, Garrison, Stronghold, Camp, Encampment, Shelter, Dwelling, Hangar, Keep, Manor, and Vault.
Unit names:
Conscript, Trooper, Recruit, Platoon, Enforcer, Champion, Android, Bionic, and (Combat, Battle, or War (Vehicle Name)).
Possible Other names:
Juggernaut, Titan, Cyclops, Behemoth, Raider, Ebon(Word), Blood(Word), Paladin, and Zeus.
These are just a bunch of examples that have not been taken already by blizzard. :) There are millions of other names still out there for us to find.
@yukaboy: Go Do you even know where the work bionic comes from? It is an abreviation from bio electronic which refers to neural interfaces. Also none of those names sound very machine like unless you count an ape in a tin suit on horseback as robot like.
Only good suggestions were Juggernaut, Titan, Cyclops, Behemoth and Raider
Was under the impression we already had a repairing detector ground spellcaster unit. This means we need to reconsider what the air detetor can do.
T1 stuff merges to form the T2 air units and T2 stuff becomes T3 one. While with land T0-1 stuff merges into T2 via various combinations.
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
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