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    posted a message on D&D coming back in 4th version
    Quote from MarcusTulliusCicero: Go

    I went to the link you provided and looked at the license. Seems that making it into a Starcraft 2 map would be a bit out of the scope of the license, as it is not a book or .pdf. Of course, you could always just do it without the license. I never heard of a SC/WC map having issues with licensing and/or copyright.

    The difference is that StarCraft 2 maps can be premium maps, which would be payed for unlike SC/WC maps.

    So it probably wouldn't be a problem, unless it's being sold.

    Posted in: Project Workplace
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    posted a message on Making 3D Models
    Quote from PermaG: Go

    Cool. I am asking because I am interested in playing with Galaxy. Sadly I am not in the Beta (working on that) so while I wait for a release I can get my hands on, I have been just researching the most I can about it...which pretty much lead me here.

    Are you just comparing/studying portraits or are you able to view models in a viewer of sorts (or can you view wireframe ingame and just zoom in)?

    From an art perspective, any numbers to things like buildings or terrain? Again you just comparing/studying or can you actually view said models? Any texture sizes you know about?

    -edit- Yes, I recall reading somewhere a marine was around 1k and a Battlecruiser was 3k (they mentioned something about 1800, but I forget what that was).

    There is an incomplete .m3 importer for 3ds max which I used to look at existing models (http://code.google.com/p/libm3/downloads/list) It's good enough to import meshes, bones, and most animations correctly, so I looked at the detail that way.

    As for buildings/terrain, I'm really unsure at this point. I'd like to give an estimate but I really don't have much of an idea.

    Texture sizes seem to be about 1024x1024 for the most part, which includes portraits. However I don't suppose it would hurt to go too far over, especially that portraits are a fraction of an entire body.

    Also if anyone is interested, here's some concept art I made a little before I started modeling. Character Concept (M)Character Concept (F)

    Posted in: Artist Tavern
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    posted a message on D&D coming back in 4th version

    I'm sure it will depend on the map. We don't even know the requirements to have it as a premium map yet. I imagine that if a game is large enough (in content) and of a great quality, it could be more expensive, maybe $15. Maybe more, who knows?

    They did after all want people to get small teams together to make games, which would probably work better if the workers were getting paid. They've said that themselves, so whatever is being charged should be profitable and be relative to the amount of work put into it.

    Posted in: Project Workplace
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    posted a message on Making 3D Models
    Quote from Sixen: Go

    That's amazing, Kanaru, :).

    Thank you. :p

    Quote from PermaG: Go

    Any chance you can give us some numbers on the poly counts that you are thinking about?

    Since I would like the character models to be similar to that of the story mode campaign characters, I looked at the polycount of a few portraits (since they're about the same quality). They're about 2000-3000, but it's only about a third of their body showing. But the head is generally the most detailed part of the body, so I'm aiming for about 6000 or less polygons for characters. I've finished modeling the body, and right now I'm at about 4000, so I'm on the right track.

    If you're aiming for the general unit quality, I'd say 1000-3000 depending on the size of the unit. Thors for example are about 3000 if I recall, but a Marine might be about 1000.

    Posted in: Artist Tavern
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    posted a message on Making 3D Models
    Quote from xcorbo: Go

    I hope you're using bump maps and it's not an sculpted face or dear god that's gonna be so many polys.

    I don't think SC will be grateful for your multi million polys that much :P

    Haha, no, it's a bump map. The model is only about 300 polys at the moment.

    Posted in: Artist Tavern
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    posted a message on Making 3D Models

    Since I have a pretty good idea on the poly count of SC2's models, I decided to start some modeling today to get a head start on a planned map mod. It's going to be a 3rd person game, so the models will be higher quality, similar to unit portraits.

    I felt like sharing it, so here's a render of what I have so far for a certain character. http://img704.imageshack.us/img704/1674/modelprev.jpg

    Posted in: Artist Tavern
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    posted a message on Starcraft 2 Avatars

    It's a Banshee.

    I'm 100% sure.

    Posted in: General Chat
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    posted a message on New - so about Blizzcon's ghost map, how hard is this in practice? :)
    Quote from Sixen: Go

    @ShakiShingi: Go

    He was referring to that, :|. In the video, he said the maps were made by the devs, who are pro's with the editor since they developed it.

    However, Dustin Browder did mention that it was done fairly quickly on their spare time. Although they're pros with the editor, it is completely possible for anyone to make with the editor alone, and of course there are people out there who can do amazing things as well who simply haven't had the chance to use it yet.

    Posted in: Miscellaneous Development
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    posted a message on Map Development - Recap
    Quote from Sixen: Go

    @Kanaru: Go

    Nope, UI Customization cannot be done via GE, as seen in one of the QA Batches. However, we're going to implement it into MWE.

    I always thought that it was simply unsupported, but it is possible, just difficult to do. I suppose in a similar sense as WarCraft III, where it isn't easy to change how the UI looks but custom images can be imported to replace stuff.

    Seeing from the BlizzCon map editor preview, it is indeed possible to have add simple form of custom UI at the very least, with the dialogue button in the SC: Ghost game as well as the health gauge at the top.

    Posted in: Miscellaneous Development
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    posted a message on Map Development - Recap
    Quote from vjeux: Go

    Haven't found yet if it was possible to add custom interface inside the map files.

    Well it's definitely going to be possible with the Galaxy editor if not already. Just by watching the BlizzCon 2009 preview you can see custom UI, let alone that Dustin Browder announces that it is possible.

    Posted in: Miscellaneous Development
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    posted a message on Model Animation

    @witchsong: Go

    I assume he means like what the file would be if you converted a blank model to .m3.

    Quote from xcorbo: Go

    @witchsong: Go

    yeah, or more like "enough data" so SCII reads it as an m3 but displays nothing. If I just do blank files they turn out into the placeholder sphere.

    What if you replace the sphere with a blank file?

    Located in Assets/Units/Test/Sphere/Sphere.m3

    Posted in: Project Workplace
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    posted a message on Lava

    Oh, awesome. Thanks.

    I changed the tileset on one of the maps to the Redstone tileset, but it was lacking the lava which made it look a little strange. This shall complete that. :p

    Posted in: Miscellaneous Development
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    posted a message on Polycount

    Depends on the kind of detail you want, I suppose. As mentioned, 1000 to 3000 is good for standard units depending on their size. However, if you're planning to make models such as in the single player campaign in story mode, or even like in the portraits, it would probably be better to go higher. The Marine portrait is about 2000, so a full body might be 2 or 3 times that.

    Posted in: Miscellaneous Development
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    posted a message on mwcomsimgoakrozsm

    So no 3D draws on the bottom part of the screen?

    I wonder if there will be something around that, at least when the Galaxy editor is available.

    Posted in: Project Workplace
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