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    posted a message on [Request] Warcraft 3 Model Pack Conversion
    Quote from Ardnived: Go

    bump... just in case.

    My map has a full fantasy setting and I managed to keep it under the 10MB limit. Use WoW models, it's alot easier to convert M2 to M3 than WC3 models to M3.

    Posted in: Requests
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    posted a message on Weekly Data Exercise #5 - What moves you?

    @BorgDragon: Go

    In my experience it took me a while to grasp how blizzard made missiles work and what you want to do, while sounding totally awesome, seems like it might be a bit complicated. I'll definitely be checking back for that though, so I hope you get it done.

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #19: Let's be pretentious and artsy

    @Hiruty: Go

    Nice. It has a sort of spooky feel to it. I hope to see a lot of simple but artistically detailed maps this week.

    Posted in: Terrain
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    posted a message on Superimposing Team Colors onto Models

    @Zetal: Go

    Team colored parts of a unit are determined in the .m3 file and need to be added specifically in a model editor such as 3ds max. There was a large forum discussion that ended with someone getting it done, search the artist forums.

    Posted in: Data
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    posted a message on Importing a unit
    Quote from mattmatt1221: Go

    yea good luck noone knows i think i dont know why there creating all these custom units like general warfield and the panda tiger marine but not leting anyone know how to actually get them into ur map .

    not leting anyone know how to actually get them into ur map

    Nice troll.

    @OP do a search on the site. You can even follow the ones for importing WoW models as they follow the same basic concept. Importing is a lot easier than it seems, it's the site operations that can get tough, but even that isn't too bad.

    Posted in: Miscellaneous Development
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    posted a message on Help me please??!!??!!
    Quote from Orthak: Go

    Been making a Tower Defense all on my own and im new to the editors completely, I am very confident its all set correctly but when I launch the game it tells me a Trigger initialization failed and some other stuff, plz tell me why this might happen my friend said it should work. been three days im starting to get frusterated, to see what it says you can go check out "Tower Defense Unleashed 1.0 Beta"

    Take a screenshot of the error message you are getting, first off. Then we can go from there.

    Posted in: Triggers
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    posted a message on [Model] Importing WoW Characters to SC2 and Attaching Shoulders + Weapons
    Quote from Alrik1989: Go

    Has there been a comment of Blizzard on that topic using wow models in sc2 ?

    I'll find sources, but I do know that a map using imported WoW models was featured by Blizzard a few weeks ago and a blue post said it was ok.

    Posted in: Tutorials
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    posted a message on [Model] Importing WoW Characters to SC2 and Attaching Shoulders + Weapons

    @Feraligono: Go

    When I do that, it still ignores it. I noticed while looking at the source code that it's intentional for them to remove the oldworld.mpq models. I am able to use older versions to get those models, however.

    Posted in: Tutorials
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    posted a message on WoW Model-Pack Requests

    @Rileyb80: Go The one in that pack is bugged. Simply export a new one from the WMV and it should work. Also, Im wondering what type of map you're making (the one in the screenshot). Looks like tiles of some sort.

    Posted in: Art Assets
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    posted a message on dds format?

    @onisagi: Go

    I have used the first setting on the dropdown menu, "DXT1 RGB 4 bpp | no alpha" (for non transparent resources) and the settings "No Mip Maps" for great working compressed .dds files. Your image does need to be a power of 4, though. The import always works in the editor and will be just about the smallest possible file size it can be.

    As Otixa said, don't generate MIPs, so choose the option I said above.

    Posted in: Artist Tavern
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    posted a message on Makai Galaxy - Turn Based Strategy Game
    Quote from ZealNaga: Go

    @llou: Go

    These models remind me of NWN and NWN2... Are they inspired/taken from these games? :)

    Nah, as far as I know Blizzard is only "ok" with use of models made by them, so they are actually WoW models that I pieced together using only WoW items and base creatures. It takes awhile, but I spent some time customizing them to look the way I wanted. While I do enjoy the NWN games, these are inspired mostly by Fire Emblem and Disgaea.

    Ingredients: Blood Elf Male + Stormwind Harbour Archer NPC outfit + Chain Mail Helm/Hunter Tier Helm/Leather Hood + Bow Blood Elf Style + Quiver

    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #18: To be King you do need a Castle

    @joecab: Go I've been working on Strategy Turn based RPGs for years, and for the past few months I've been creating a Turn Based RPG Mod for SC2. The setting of my map is Steampunk/Medieval so all 50 class units (i.e. Soldier, Warrior, etc) are models imported from WoW as well as a few medieval buildings, to make the map have a medieval feel. The problem is map size limits, but even a few models can make the illusion work. I've actually been trying to create medieval castle town environments in the editor, but I keep starting over due to various things. The code itself is almost done, but the terrain is mostly blank. I did however just make a small "town" with a castle, church, and tents. It's more of a hub for missions (castle), healing your units (church), and representing a population (tents). Anyway, reading this topic piqued my interest since I just infact finished my 5000th version of my castle so I'll share some pictures. Everyone's submissions so far are really great, but Bronxsy, Cbrag and joecab have really impressed me. Seeing these pictures make me feel like im in the castle, they're so great. Mine is not only bland, but it's probably "cheating" since it's using WoW imported models mixed with SC2 ones, but Castles are Castles.

    Joecab's work just got me thinking about the environment of my mod and how even the particular terrain you showed in this thread would be an awesome "level" for my mod. Since it's a grid based game, like Final Fantasy tactics, Disgaea, or Fire Emblem, I use my map area to create 20x20 "scenes" which become maps in which to combat and hopefully tell a story with a campaign mode. If you, joecab, or anyone else I mentioned (or even didnt mention), is interested in sharing ideas/working together on terraining medieval/steampunk scenes definitely let me know. I'm not asking to team up or get anyone involved in a commitment or anything serious, more of a workshop of ideas and map making for people who enjoy these sorts of things.

    I have a thread in the project section called "Makai Kingdom: Turn Based Strategy Mod" so if you're interested post there or here or PM me, whatever works.

    (Sorry to sort of hijack the thread with my crap; these weekly excercise threads always have great things, but I was really just that amazed by what I saw and im passionate about my game)

    My take on this exercise is the "Minimalistic Visual Representation" that is often used in games to define a place or an idea in order to enrich the game and make it more thematic and immersive. What I mean is, my Castle isnt there to be used as a castle. It's empty inside, it's small, and it's simple in an iconic way, In the game, it represents a place to get quests, advance storylines, etc. The Mausoleum/Hospital is the same way for healing. If I had a level where you visited the actual castle, you can bet it would be a separate area, and one room would probably be larger than the entire castle model. As a kid I used to love how world maps were used in old SNES and NES games to allow you to see an entire world in a less resource-consuming minimalist way, this is smart terraining. And again, I have gone off on a tangent...heh...well anyway, thanks for reading if you made it all the way through.

    Anyway, onto my Castle: The Country it's in is called Asteria, a synonym for Blue (the army wears blue, etc) and i you've played WoW, you'll recognize my town's landmarks. All of the models were slightly modified or combined to create the structures though, so they're not just straight up models from the game. There's a bridge, moat, and two fountains. The mausoleum has benches and plants near it, with columns and a spiritual ring aura on the floor. Also, please note: The lighting is set like that since I need it to test while I work on the combat animations, aka it has to be VERY bright and whitish with no defining shadows and the like. That will be addressed much later in the process.

    Posted in: Terrain
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    posted a message on Makai Galaxy - Turn Based Strategy Game

    Just updated my Archer, Hunter, and Ranger models.

    Posted in: Project Workplace
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    posted a message on [Live] Diablo Tristram RPG (Project STOPPED) Fail editor..

    @OP

    Ah, it's not a big deal. This is how we all learn. The best thing for you, OP, is to be humble as a programmer, you'll get a lot farther. As long as you're trying to learn, then it doesn't matter what skill level you are, you're a programmer. The biggest problem to overcome in programming is learning to treat your code like a living creature, you need to take care of it throughout the process and continually revise, enhance, and change it. If you get stuck at a certain point, instead of giving up, use it as a way to learn. I know this sounds like pseudo-garbage, but it works. By reading these posts and noticing the similarity in people's suggestions you should be able to see what your next step is. You never have to "start over", think of it as part of the modding process and also think of it as you becoming a better programmer.

    Every programmer runs into a situation where they get an idea and run away with it and create something nice, but inefficient (I'm doing it right now....for the millionth time). This isn't poor programming or lack of skill, it's simply part of programming. Just refine what you have until it fits the size needed, you'll probably learn that it's a lot easier to do things the way people are suggesting and that's a good thing. Don't be afraid to learn from others and to listen.

    With that said, I am sure you'll find a way to correct this and I bet it will be better than you expected since more efficient code usually makes for a better game.

    Good Luck!

    Posted in: Project Workplace
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    posted a message on WoW Model-Pack Requests

    @wOlfLisK: Go

    You can use characters. They're expensive on resources though, even when you compress them. I like using the Old World Human models and then replacing the skins with the latest models. Looks exactly the same.

    The guy I made below isn't an Orc character, he's a creature but I reskinned him using the cataclysm skin. Dress this little guy up and you cant tell the difference. I could have used the character model, but it's 1MB+ (130kb-ish compressed) whereas the model in the picture is about 23kb compressed. BIG difference when you want a lot of imports.

    BTW, this guy is a General Class type unit for my upcoming Strategy Game. He's based off the Fire Emblem version of the Knight/General units who were always armored to the teeth.

    Anyway, I'll upload a hero or two for you. What's your preference? Humanoid or Animal or what?

    @Zarakk: Go

    Haha, damn man, 660 Trees? You're a machine, keep up the good work.

    Posted in: Art Assets
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