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    posted a message on Hellsing Mod SC 2

    I heard from an experienced coder that there's a better way to do this unfortunately he never explained how to actually do it, he just gave me the theory.

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture84459.jpg

    Originally posted by Code X

    <<<The oranges are camera source and targets.
    I would make a cone calculating from those 2 points.
    The boxes are the actors I would only process those 2 actors because that's everything in my cone, everything in my range of sight.
    From the cone itself you can check the range, "Range between 2 points" .
    Pick every actor in 'Cone' and do (multiple actions)" then I would "Send signal to cone" .
    I would check for conditions btw so there will be no events.
    "Wait for conditions until "Camera moves"" (so it does not run every 0.03 seconds) - he said delete this, use a camera move event.>>>

    I simple put together what he said I have no idea!

    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #169: Contest Follow-up JTE

    I actually downloaded the map(s) and man, it's impressive to see it in real time instead of some picture! "I want to join to" is what I'd like to say but there really isn't anything I can do here since I am more of a "from scratch" modeler more than I am a terrainer. Good luck on this to you guys!

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #169: Contest Follow-up JTE

    Looks really threatening! Very cool!

    Posted in: Terrain
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    posted a message on Request - Game like Street Fighter

    Vor vizual my suggestion is to use a custom level or a mesh terain with some cool lighting, maybe something going on the back alleys.
    Check my thread about fps engines!

    Posted in: Map Suggestions/Requests
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    posted a message on spacecraft models

    What is that? it looks interesting, and kinda creepy at he same time. : D

    Posted in: Art Assets
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    posted a message on Hellsing Mod SC 2

    Ok so I made this trigger to swap from HQ to LQ models.

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture84327.jpg

    "Signal Test2" at 20 range to revert back.
    "Signal Test1" at 200 range for LQ mode

    It works fine for hiding and showing doodads but on model swapping I have a lag\performance issue, the performance is suffocated by lag most probably because of the fact that the model swaps all the time at every 0.1 seconds. The effect is similar to thousands of units spawned instantly :(
    I only need it to swap when the camera reaches the range for the doodad and it needs to be only once, to prevent problems. I have yet to find a event or condition that works.

    Imagine the triggers swapping to low quality models while the camera moves\distances itself from the objects, happening in real time like a real engine.

    Posted in: Project Workplace
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    posted a message on Hellsing Mod SC 2

    Wow, that works! I can't wait to implement this in the LOD triggers :D. I'll give you guys the credits for your Life Saving stuff; JacktheArcher, kinkycactus, Crainy and the others. I think I owe you guys some samples again and I'll take my time to make proper tutorials.

    In other news, I wonder if I should add extreme quality foliage or not, most people have good pc, only mine has to suffer from it a bit. One thing I want is to add more options for the graphics, now thanks to JacktheArcher, it will be easy to switch to lower quality and vice versa.

    One thing that bugs me is the small size of the map 200 something is not enough for a fps so I'll be trying the 500 hack since ther will be no performance problems. At this point I'll have to split the terrain in 4 pieces for optimization this way it will also have LOD easily.

    Another thing I discovered is the use of full alpha on a normal map which is not used in sc2 for some reason (full RGB mask on purple normal) VS (orange and green). The orange and green uses only one channel as you already know so it will be visually incorrect and also end up inverted on the other side of the object.

    Posted in: Project Workplace
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    posted a message on Hellsing Mod SC 2

    Ok, I am a real numbskull! How do I send it to that alias? Would you be so kind to give me a e example because I am doing something wrong. ;_;

    Posted in: Project Workplace
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    posted a message on Hellsing Mod SC 2

    Actually I save my texture from photoshop to get the compression I want. DTX 1 is the best compression for diffuse with no alpha and specular. For textures with alpha I use DTX 5 but for saving size I use DTX 1 whenever I can. I tried the other formats but they cost too much size for better quality and it's not even noticeable.

    Question of the day: How to change a doodad model with triggers to another model?
    I need to know this so I can switch trees for example with billboards at a far distance from the camera. I noticed there is something called low quality model in the data editor what does that do?

    Posted in: Project Workplace
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    posted a message on Hellsing Mod SC 2

    This is very important, and please don't laugh but I didn't know about it. Could not imagine such a small checkbox could be missed and cause 3 people to reinstall sc 3 times. Always have this checked before you export otherwise your models will turn out purple on other people's PCs and put all textures in the "Assets\Textures" folder.

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture84026.jpg

    I certainly send some wrong samples for the terrain that might of appeared purple so I will resend the files. Don't mind it!

    Quote:

    ...how about performance?

    The performance problem has been almost eliminated for most people with better computers but it's still not ready yet. I added small detail culling for small rocks and grass, cutting from the camera distance wasn't a desirable idea and not to pleasant. This optimization is similar but with the entire map and sky visible at long range. What I need to do now is to add LOD to trees, rocks and other models.
    With the current optimization, a lot of trees and grass it runs a bit slow on Ultra but it was to be expected on my Pc and it's I should say, normal like in most games for me. It runs best on medium but I can make it happen even on ultra. I'll be adding more options for the player to choose like terrain with "Double Lambert" (causes the material to use a harsher lighting gradient. Terrain in StarCraft II uses this setting, so for a doodad to blend seamlessly to the terrain, this setting may be necessary), grass with opaque blend instead of soft, etc, of course some visual candy will be lost in the process.
    The terrain! Even as optimized as it is it slows my pc a bit on ultra because it uses a composite material with all 8 layers, unfortunately this is the best solution and replacement for sc2. Fortunately I can tune it down a bit since I loaded it with unnecessary stuff like AO and the likes of which is unneeded in terrains in general.

    This has been my performance log for the moment, next time It will be even better. Guys with at least dual cores have nothing to worry about the greatest evil was the sc2 terran witch is gone now, even my friend who has a better pc than mine was amazed at the difference, worked perfectly on his pc btw, on Ultra. o.o

    Posted in: Project Workplace
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    posted a message on Detachment Problem

    Follow unclestan's advice!

    You can aslo try:
    To fix the mesh problem, try converting to editable poly select all vertices, connected and weld them all then convert to editable mesh again, break the verts and "select" (attach) them all again then got to smooth groups and pic one, should do the trick.

    Edit: It's worth a shot to ask Blizzard even if you might get a late or no answer. I never bothered to ask them even if they are the only ones that know theyr sjhit, I simply experimented and found out for myself. SC2 is a complex engine and its barely documented you can ask them to give us information on the more advanced stuff if you don't mind. I have never worked with a multi material btw, only composite since wc3 works similarly.

    Posted in: Artist Tavern
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    posted a message on Hellsing Mod SC 2

    And I present today a small piece of the fps engine...

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83914.jpg

    Terrain without the terrain

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83907.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83909.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83910.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83911.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83912.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83913.jpg

    Testing fps Mod

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83916.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83917.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83918.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83919.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83920.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83921.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83922.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83923.jpg

    ULTRA

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83924.jpg

    MEDIUM

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83925.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83926.jpg

    MEDIUM

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83927.jpg

    ULTRA

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83928.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83929.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture83930.jpg

    Working On LOD optimization of rocks and trees and... everything :P
    A video will be coming sometime soon :D

    Posted in: Project Workplace
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    posted a message on Detachment Problem

    The problem is SC2 doesn't use multi materials as far as I know, the composite material is basically still one material which you apply to one mesh. It's called composite because you can add more layers for example if you want to have a standard material with reflections and another layer with half of terrain material on top, etc. If the model you are trying to skin has a multi material assigned to one mesh then you have a problem and a lot of work to do. I never tried detaching and reattaching skinned characters since it doesn't work like that without ruining the rig so I really can't help you on this one, good luck!
    Hope I am wrong about multi materials, but since very little is actually known about sc it could be possible, someone needs to dive into this and it should be you!

    Posted in: Artist Tavern
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    posted a message on doodad tilting

    Should've known, lol! Won't jump the gun ever again but the question tempted me to answer.

    Posted in: Terrain
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    posted a message on doodad tilting

    Select a doodad -> Press enter -> Play with the tilt and angle values! :P

    Posted in: Terrain
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