I was playing with neural parasite ability, doing weird things. I found out an interesting thing :
Check " Allow movement " in data\capacity\caracteristic and it will reverse the effect.
Open the editor, go to data (F7) then choose the "sound" category. The whole list of sounds should appear. Select one of them and push the green play button.
In the terrain window, choose terrain>water. Click on add water then choose the lava type you used. Click on modify water, there are a lot of options you can lower to increase your fps. These parameters are interesting because each type of water can get their own modification, even "height". That's totally independant from global lighting parameters.
One more thing, there's a slight little difference of performance between "editor" and "in-game". Editor is using more ressource, that's what i noticed while i'm doing my cinematics.
Terms of use forbid copyright stuff, even lighty modified copyrighted stuff. Well, there is a " Jurassic park " map in EU server actually. It is not banned yet but the author is taking a lot of risks because he used the logo on loading screen and the main music theme.
It reminds me of an old Starship trooper map on sc1 that used the main theme also and never had any copyright problem on B.net 1. Well, as long as no one report it... :P
Did you use "Follow Unit Group with Camera" to control the camera and
keep it on the Spectre? If so, how did you set it up? I've been looking
at that action recently and found that it's a bit more difficult to use
with non-default angles that would be expected if you want to have it
correctly pointed at your target.
Basic static camera. Angle was chosen from the beginning. I made sure the green circle is surrounding the spectre.
Camera is just static Move the camera arround pls. and try have more
then 1 camera perspective. change speed sometimes. use music beat to cut
scene slowmotion should never be longer then 10 sec.
play some other model animation, i mean other then just run?
HF
As i already said, i cared about graphic performance and frame/sec. I'm working on my next cinematic (barely 50% done) : More cameras, new tests, new tricks, no performance limitations, etc.
I've seen " Storm of the imperials " owner doing a multiple circle spawn of immortal around the caster in his map. It's possible without manually doing it then.
There are good suggestions here. I'll keep them in my mind for my " probably " next idea.
I've made some tests on B.net and it's quite difficult (but interesting) to put a good balance between amount of details and general performance on most players computers.
I could simply add much more details on the ground and background but i wonder if anyone on B.net could watch it without seeing their fps lowered to <30.
Ground missiles were marauders ones. If i made missiles acquiring multiple targets, they would kill units easily, so i would have to raise unit numbers = trouble with performance balance.
" why the hell does he need an army, when he can just walk in to the enemy base under cloak and nuke it? "
An army is a good distraction to nuke without losing any comfort :D
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I was playing with neural parasite ability, doing weird things. I found out an interesting thing : Check " Allow movement " in data\capacity\caracteristic and it will reverse the effect.
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This is something absolutely useful for people doing long cinematics. Unfortunately, we can't stretch terrain textures :p
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@Skittles17: Go
Open the editor, go to data (F7) then choose the "sound" category. The whole list of sounds should appear. Select one of them and push the green play button.
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I made Zeratul cooler because he deserves it. Blizzard made him weak in SC2 :P
" Zeratul detected an unknown energy signature at a protoss sanctuary... "
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I wish it could be possible to change the normal mouse cursor to a 3d evil hand :D
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Ctrl+F9 to test your map.
Later, when you want to do internet latency test, you can publish it as private, so you can test it alone.
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In the terrain window, choose terrain>water. Click on add water then choose the lava type you used. Click on modify water, there are a lot of options you can lower to increase your fps. These parameters are interesting because each type of water can get their own modification, even "height". That's totally independant from global lighting parameters.
One more thing, there's a slight little difference of performance between "editor" and "in-game". Editor is using more ressource, that's what i noticed while i'm doing my cinematics.
0
Terms of use forbid copyright stuff, even lighty modified copyrighted stuff. Well, there is a " Jurassic park " map in EU server actually. It is not banned yet but the author is taking a lot of risks because he used the logo on loading screen and the main music theme.
It reminds me of an old Starship trooper map on sc1 that used the main theme also and never had any copyright problem on B.net 1. Well, as long as no one report it... :P
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3:41 moment was very cool. Nice play!
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Music was a mix of two Mw2 soundtracks : Main theme and N°17
Basic static camera. Angle was chosen from the beginning. I made sure the green circle is surrounding the spectre.
As i already said, i cared about graphic performance and frame/sec. I'm working on my next cinematic (barely 50% done) : More cameras, new tests, new tricks, no performance limitations, etc.
0
I've seen " Storm of the imperials " owner doing a multiple circle spawn of immortal around the caster in his map. It's possible without manually doing it then.
0
There are good suggestions here. I'll keep them in my mind for my " probably " next idea.
I've made some tests on B.net and it's quite difficult (but interesting) to put a good balance between amount of details and general performance on most players computers.
I could simply add much more details on the ground and background but i wonder if anyone on B.net could watch it without seeing their fps lowered to <30.
Ground missiles were marauders ones. If i made missiles acquiring multiple targets, they would kill units easily, so i would have to raise unit numbers = trouble with performance balance.
" why the hell does he need an army, when he can just walk in to the enemy base under cloak and nuke it? "
An army is a good distraction to nuke without losing any comfort :D
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Commander Shepard (the spectre) from Mass Effect is managing an army on Starcraft 2 universe.
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i could reveal a trick i found to get a better protection for locked maps if anyone want to know :D
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Hi boys and girls. Here is my very first project, released 3 hours ago.
An ordinary day of a raven in the Starcraft universe. Enjoy !