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    posted a message on [Showcase] Diablo 2 high-quality Diablo model (WIP)

    I always loved the design of Diablo from Diablo 2. For me, its the quintessential essence of the design of the Diablo franchise. Just look at this badass mofo:

    I always wanted to have a proper 3D model of that guy. As such, Im currently working on and off on creating a Diablo 2 Diablo (geez) model for Starcraft 2. The model is designed, detailed and proportioned as a third person perspective model, not RTS perspective and as such would work best in a third person environment.

    This model is not yet finished and currently a work in progress.

    Heres my current progress:

    And with some more neutral lighting:

    The head is completely custom with meshes and textures created by me.

    The horns, aswell as the rest of the body as seen in the pictures is currently still a placeholder slapped together in 10 minutes (the colors arent even matched correctly with the head yet), but just like in the pictures the body will be based on this Heroes of the Storm Diablo model, although I will make many modifications to it, both to the mesh and textures to properly get the feel of the Diablo 2 design across (some of the modifications you can already see in the pictures):

    What matters to me is not just to replicate the actual 3D model used for the Diablo 2 sprite, but to capture HOW the players see the sprite and to capture the impression that the Diablo 2 sprite has.

    As such, the model will differ from the original 3D model in certain ways to better get across what players actually see when looking at the sprite. My main references are the sprite itself aswell as this little artwork of Diablos head from the back of the Diablo 2 box:

    However, actual images of the Diablo 2 3D model can also be helpfull to further identify details and nuances in the design:

    This is a work in progress, feedback and opinions are appreciated.

    Surprisingly enough, theres quite alot of nuance to the Diablo 2 design and the smaller details really help make it what it is. So if you have any suggestions, shoot. Just keep in mind that this is just a little fun side project of mine, so I wont necessarily bring my A game or go the extra mile.

    Heres the Diablo 2 sprite sheet as additional reference (carefull, large!): https://www.spriters-resource.com/resources/sheets/52/55535.png

    Posted in: Artist Tavern
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    posted a message on Anyone got the Heroes of the Storm Alpha / Blizzard Allstars Diablo model?
    Quote from Forge_User_96587375: Go

    old model?

    I already found it, but thanks anyways.

    Posted in: General Chat
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    posted a message on Anyone got the Heroes of the Storm Alpha / Blizzard Allstars Diablo model?

    This one? : http://res.cloudinary.com/lmn/image/upload/fl_lossy,q_80/f_auto/v1/gameskinny/a9d9eb8c6ae2896734f4fbb14749276b.jpg

    I know it was up for download somewhere but I cant find it at the moment. Hope someone can help!

    Edit: NVM I just happened to find it. Sorry for that. Its late.

    Posted in: General Chat
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    posted a message on Blizzcon 2016

    First of all, I love how most of you guys only read my "YESSSSS" in my comment without actually reading the rest, which explains my enthusiasm. I dont care about coop. Lol.

    Quote from LucidIguana: Go

    @Crainy: Go

    I'd love it if that was true, but I'm sure that changes they make for co-op will break maps just as bad.

    Nah. Sure, now and again they will release a patch that will do some damage, thats expected and ok. But it has always been the big expansions (HOTS, LOTV and Nova) that have caused huge problems and sometimes even irreversible damage, simply because for these expansions they change fundamental things in the engine or the hardcoded stuff. That has never happened with ordinary patches and Im sure it wont happen now that the SC2 development seems mostly complete.

    Posted in: General Chat
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    posted a message on Blizzcon 2016
    Quote from KarazhanRules: Go

    Here he actually says " we dont plan to make anymore dlc"

    30 seconds video link about the question asked to mat morris: https://clips.twitch.tv/vibelol/HappyBeaverSmoocherZ

    YES. YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    God thank fuck. Finally no more DLC releases that fundamentally break maps. Thank god I dont have to worry about that anymore.

    Posted in: General Chat
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    posted a message on Blizzcon 2016
    Quote from greythepirate: Go

    @greythepirate: Go

    So it looks like Arcane, Vindicator, NiceUsername, and myself will be attending BlizzCon this year. If anyone else is going, shoot me a PM and I'll buy you a drink.

    Questions for you all:

    1. What new SCII editor features would be the most beneficial to new mapmakers?

    2. Any questions you'd like us to pass onto the dev team?

    For the sake of terraining and visuals, I would love for fog (color, distance, density and so on) to be able to be set for each player individually (just like we can do for lighting settings). That way, we can make a diverse set of landscapes in a single map and still use fog in an effective way in said landscapes (seeing how fog is an incredibly powerfull tool to create convincing terrain). Can you ask the devs about this? Would be much appreciated.

    Posted in: General Chat
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    posted a message on Is it possible to get a player handle from a replay or some other way?
    Quote from Forge_User_90756571: Go

    @Crainy: Go

    It used to but too many noob map makers kept giving themselves cheats. I know dotd3 has some player recognition system for testing purposes and bank encryption.

    I dont see how that is necessary to give YOURSELF cheats..

    Posted in: General Chat
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    posted a message on Is it possible to get a player handle from a replay or some other way?
    Quote from DrSuperEvil: Go

    I take it the old way of player name = blah = defeat method is no longer an option?

    That never worked, right? You cant check for player names, Ive tried (unless I missed something).

    Quote from FunkyUserName: Go

    open the replay in mpq editor then go to replay.details

    Mmmmh you are very crafty. I tried and I do get atleast SOME information, but not the full handle. Well, its not that much of a pressing issue anyways.

    Posted in: General Chat
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    posted a message on Is there any interest in the Starcraft Universe engine going open source?
    Quote from Forge_User_90756571: Go

    @Mille25: Go

    Well, the biggest complaints (that aren't mine) are about the bugs, and the seeming lack of developer involvement. A game that improves on those 2 things may effectively kill SCU.

    @Crainy: Go

    In the 3 days, I've gotten messages from friends about: Have they patched the game yet? (polish) I hope they replace the final boss (hype) Once you complete all of SCU's content once there isn't much to do. (content)

    Not the best sign of unrivalled polish/content/hype.

    Name 1 game on the Arcade that has more of each in that combination.

    Posted in: General Chat
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    posted a message on Is there any interest in the Starcraft Universe engine going open source?
    Quote from TChosenOne: Go

    This will probably kill the SCU game off. As an SCU player that makes me sad.

    However, hopefully we can get some new awesome arcade stuff out of this.

    Highly unlikely. SCU is kept alive by its unrivaled amout of content, polish and hype. Knowing the SC2 modding community, there will always be very very few mods that could ever dare stand a chance against such a mammoth, even if they have the tools. Case in point: For years now we have been able to do complex stuff with SC2 models, but for some reason Im still the only one to really ever have made extensive use of the amazing cinematic models. Hu.

    I would be happy if SCU released their engine, if only to see if I can learn from it to improve my own TPS engine. The basic WASD system in SCU might be even better than my own, I wonder if I could implement it into my own engine... probably not, because its most likely Data based, but who knows.

    Posted in: General Chat
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    posted a message on Is it possible to get a player handle from a replay or some other way?
    Quote from FunkyUserName: Go

    some years back i was able to open the replay as txt (either change to .txt or just open it with a editor) and extract player handles from it

    Mmmh interesting. I looked into it, but Im really not all that into coding and hex and stuff, could you help me out with extracting the player handles? Would be much appreciated.

    Posted in: General Chat
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    posted a message on Is it possible to get a player handle from a replay or some other way?

    Hi,

    I really want to permanently ban someone from a map of mine, but when he was there my map didnt have a function in it for me to extract his unique player handle.

    I do have a replay however, maybe its possible to get his player handle that way (or some other way that I dont know about)?

    Any ideas?

    Posted in: General Chat
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    Hey Delphinium, you are doing absolutely AMAZING work with your effects here.

    I would like to use the cinematic probe warp in effect that you created based on the Legacy of the Void cinematic, to recreate that moment in one of my maps, if thats alright with you. Thankfully you already uploaded the files of that on here, so thanks alot for that :D

    Posted in: Artist Tavern
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    posted a message on I need dinosaur models

    Someone extracted all kinds of World of Warcraft models, including Dinosaurs: https://www.sc2mapster.com/forums/resources/art-assets/8347-wow-model-pack-requests/

    Posted in: Map Suggestions/Requests
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    posted a message on [Ask] How long is too long for a map ?

    I agree with most people here, there is no such thing as a map beeing too long, it really depends on the map.

    Psionic Warfare: Total Destruction matches can last up to 3 hours and maybe even above that and with the right players it never gets boring once during that time. At the end of a good match you really felt like you just partook in an adventure.

    Posted in: General Chat
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