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    posted a message on Hellsing Mod SC 2

    Wow, that seems like it actually works, If only Blizzard would explain this simple but important things. I'll try that as soon as I get my pc back and running, at the moment I haven't even got to touch it.

    Removed!
    Edit: Actually I am going to repost better videos!

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

    Actually I know that but I don't like the models, I want to make my own.

    Bad news, Got a virus and it screwed up my computer. I'll have to reinstall everything again and it will take time, luckily I always save my work. To be honest I can't say anything for sure about the mods future since it all depends on Vic. As for me my main goal is to finish the "FPS engine" at least so other moders can use it.
    We will be presenting some videos on our work in the meantime much, mostly things you already partially seen.

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

    It looks like but it's not that! If you look closer there is a shadow on the edge, I have my camera far distance set to as maximum as possible. I have no problem with the Blizzard's skies but it only does that with the skies I'm making not to mention they are smaller in scale, so there must be something I missed in the material properties, a check box I haven't checked. If only Blizzard would make more tutorials how they make their stuff, there just isn't enough information for many things, a tutorial on creating skyboxes with the art tools would of been nice. Anyhow thanks for the reply.

    Edit: At least the Show/Hide Doodads action works, with this I can add as many details on the ground without worrying about performance loss + I can also switch the trees in the far distance with billboards, same goes for replacing high poly models with low poly when necessary but it all doesn't feel right without a sky ther...

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

    @JacktheArcher: Go

    I am only thinking at faking solutions because I am not yet to familiar and experienced with the editor. Mentioning inexperience, I can't seem to make a custom Sky box work, any Idea how to make one? There must be something I'm doing wrong. Every time I export one, parts of it turn out black, like it's affected by the map bounds blackness. I tried everything and nothing works, I know there is a option I am missing in the materials, because it looks fine on low settings.

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81388.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81389.jpg

    Posted in: Project Workplace
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    posted a message on (Solved and buried) Fixing the Ugly Black "Sky"

    If anyone is interested in how to make a fps working with a large Far view + skybox included go here and R E A D! http://www.sc2mapster.com/forums/resources/project-workplace/64151-hellsing-mod-sc-2/?page=2#p21

    Posted in: Miscellaneous Development
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    posted a message on Hellsing Mod SC 2
    Quote from Cacho56: Go

    @Tobyfat50: GoQuote:

    how can I hide doodads with triggers?

    There's an action called "Show/Hide Doodads in region"

    Funny that, I was using Wings of Liberty at the time, that action is available in Heart of the Swarm so I didn't notice. I'll try it, should work.
    __
    Works FINE!

    Posted in: Project Workplace
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    posted a message on KorvinGump's Map Pack

    Some screenshots might not hurt either!

    Posted in: Project Workplace
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    posted a message on Hellsing Mod SC 2
    Quote from JacktheArcher: Go

    I'm not sure how you made those sun effects with billboards but they're awesome.

    Actually it's easy to do that, in warcraft 3 all you have to do is make some dummy units that move in accordance to the camera angle and replace them with billboards. Sadly I don't know how to do that in starcraft so those are only billboards.

    News related, here's an Update from the team leader, VIC, and no updates from me this time. It's a more worked part of the castle. Hopefully we will shift in to gear soon and more progress can be done! At the moment the FPS system isn't even close to being called borned. I would really like for someone to have the answers to my questions. At least we plan to show you some videos of the thing soon...

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81286.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81288.jpg

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

    @unclesatan: Go

    I definitely like the style but one suggestion I'll give is to make his hair a little longer!

    Quote from Crainy: Go

    Finally someone is doing something actually interesting with the SC2 editor. SC2 needs more total conversions like this, I really like what you have shown so far and I look forward to seeing more. One question, will it have multiplayer or be singleplayer only?

    Regarding the multiplayer, we won't be doing one. It's a single player mod, we are not planning on making it multiplayer mainly because of its huge size and some multiplayer limitations. We thought about it but it's mostly up to the team leader's decision. At the moment the answer is No!

    Guess that might be up to you guys after we are done!

    ________

    UPDATES

    Material Improvements

    As you can see I am trying really hard to get the right lighting specular and normals to make everything not look like plastic, the way SC2 usually does. Takes some experimental practices to get this right. You know what they say if you can' get it right the first time you'll get it from the second, unfortunately it took more than 3,5 tries.

    First Try on bricks normal map

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81131.jpg

    Later improvement

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81132.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81133.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81134.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81135.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81136.jpg

    Other Material like stone

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80700.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80701.jpg

    Terrain mesh and trees

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80699.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80697.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80695.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80694.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80686.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81116.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81118.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81117.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture81115.jpg

    The sun effects are of course from the game (Done by placing billboards). I don't know how to incorporate dynamic sun effects like that and would appreciate it if someone could give me a idea how that is done or how to fake it. Faking it should be just as fine, I had to fake 99% of the stuff in the old Warcraft 3 engine. Speaking of which does anyone know how to use Ambient occlusion and lightmaps? All I know is that you need to have a Explicit UV Channel, I used 3 but it doesn't work, they are there but don't know how to use. Another question would be how do I make the parallax looking effect like on lava or ground splats, could be very useful for more improvement on brick materials. I want to understand how every feature works so that I can use the full power of the editor at my disposal after which magic will follow!

    Question related to the fps system, this one is a bit more retarded! How do I get grass models to disappear at a certain camera range like in most fps. To make the question simpler, how can I hide doodads with triggers? I don't want them moved, I want them hidden so that I can unhide them back later.

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

    The model looks pretty good, It's definitely interesting and we might actually consider using it but we are trying to make our own versions so we are not sure if we take the offer or not but we appreciate it very much and would really like to use the model if it's still available and we decide to use it. We also appreciate all the comments and interest so far.

    In Update related news there will be posted much later and at current time Vic is making weapons. One more thing I'll mention which I haven't in the thread info is that the action will happen in the past and present. You will get to play with Alucard before he became a vampire and will be presented with more back story to his past.

    Posted in: Project Workplace
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    posted a message on Terrain Object Texture scale Problem

    I am moving the thread here, the place where the fps tests will also be uploaded. _>>> http://www.sc2mapster.com/forums/resources/project-workplace/64151-hellsing-mod-sc-2/

    Posted in: Terrain
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    posted a message on Hellsing Mod SC 2

    http://www.hiveworkshop.com/forums/members/210613-albums5078-picture81019.jpg

    Team - VicsLetsPlayTeam: Vic_Team leader, Tobyfat50_second in command

    Overview

    Welcome we've been expecting you. My name is Dracula and I bid you welcome To Hellsing Mod for Star Craft 2 Wings of Liberty. An innovative FPS Action Shooter game Based on the Hellsing Anime series and the legend of Dracula, Vlad The Impaler, almost like a new game we will start from scratch to finish. Momentarily there's only 2 of us working on the mod but we are proud to present a first person shooter Action Packed with all the anime characters, some new ones and lots off new features like:

    • Character Upgrades - every time you defeat a boss.
    • Weapon Upgrades - collect more points to upgrade your armor, ammo or special abilities. Transforme in to a Hybrid Wolf, Hybrid Vampire, Bat or in to Mist. You can even create your own vampires by drinking the npc's human's blood, can eve hunt other vampires and if the player choses so he can drink the vampires blood and gain there power, kind of like in Blood Lines but only ALUCARD can do Diablory.
    • You heave 2 options, you can also play with Seras Victoria, yes she is a playable character.
    • Different story that will go in to the anime hellsing a litle and some mythical legend of Dracula.

    The mod is barely at 8% probably because we need more people to help us make this happen. I am a 3ds Max Modeler and my friend TobyFat50 Is a Skinner, terrainer, knows how to model as well. The launch on the mod is unknown for now but we will be uploading new information pictures or a beta game play each month so stay tuned and don't go anywhere! Don't forget to follow us On youtube and Facebook if you like this mod, track it!

    http://www.moddb.com/mods/hellsing-mod-sc-2

    More details

    It's already mentioned above, we are a two man cell trying to achieve a FPS / TPS / Action, focused mostly on a fps that runs well enough on slow computers. I have been moding since the old days of warcraft 3 so after witnessing the sc2 editor's capabilities first hand I decided it's time to make a real working fps. Me and my friend are frail beginners with the sc2 editor so we are learning while building.
    The thing I want to point out myself is that I noticed a couple of people saying that the Starcraft 2 isn't suited for first person play and I haven't really seen many people actually try with small exceptions. I want to prove them wrong and am looking for ways to solve the fps dilemma. Slowly but shortly, solutions to problems are emerging!

    Why a anime, why Hellsing?

    There really aren't many games/anime out there that can actually be called decent. Me and my team mate are true fans of vampire myth and legend so we feel that the small amount of vampire material isn't really doing any good to the fans. Hellsing the anime started really good but sadly was not perfect and it probably shouldn't even be expected to be so, maybe a little justice needs to be done somewhere.
    We will be attempting to combine old folklore and myth with a anime I know it seems strange but we are trying something different, going with a different approach on the anime to a more close to reality legend and even folclore.

    FPS Benchmark

    I'll be uploading test maps here so other people can test it and give me feedback if the fps is running good or not.

    Rather important for the people who like to know!

    <<< Originally posted by Talavaj From the HiveWorkshop (I recommend you read the thread the guy's a genius)
    http://www.hiveworkshop.com/forums/map-development-202/memento-mori-231499/index23.html

    Pretty sure that the massive performance loss while in high drawing distance aren't the models themselves but the terrain tile, which is always at full resolution. (no texture filtering)It is fine from the native camera angle but it is an overkill from any other camera angle. A 256x256 map has a terrain mesh that is like 131k polygons minimum (probably much higher if there are seams and material layers) and 65,536 tiles of unoptimized 64x64 pix textures all over the place which is not only insane load but also a mega brutal aliasing galore.
    Most likely the maximum you can do is change the tileset to something like 2x2 pixel sized texture to minimize the impact on performance.
    >>>

    Actually the models play a small role in performance loss but it depends on it's complexity. You can make a test, completely remove the terrain but keep the doodads, should run as smoth as a baby's but more or less depending on your computer.
    A single mesh no matter how dense should draw faster than the same mesh split in dozens of pieces It's something I noticed for a while now and I hope I got it right but I assume some models are loaded better if it's one object instead of many, not to certain about ones that are to large and too complex with geometry.

    Edit: You can use the show/hide terrain in the editor but for playable purposes hide the terrain cell or use triggers in game to do so.

    Go here to read the rest!
    http://www.sc2mapster.com/forums/development/terrain/63809-terrain-object-texture-scale-problem/#p11

    Screenshots

    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80675.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80682.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80693.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80691.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80698.jpg
    http://www.hiveworkshop.com/forums/members/210613-albums7170-picture80696.jpg

    See the rest on MODDB!

    Posted in: Project Workplace
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    posted a message on Physics project

    This could be useful for fps games...

    Posted in: Project Workplace
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    posted a message on Terrain Object Texture scale Problem

    Yes! As long as it's separate from the terrain and it's one mesh (could be more meshes as well but make it one model), it can also be as dens in vertices as you like probably even smoother than the terrain itself as long as you remove the train you are fine.
    Retexture a plane as in, "a plane model" right? Something like this....> http://th00.deviantart.net/fs71/200H/f/2011/260/4/3/modular_dungeon_lowpoly_floors_by_jeremiahbigley-d4a4frr.jpg.

    Not mine!
    http://www.hiveworkshop.com/forums/members/210613-albums6274-picture80845.jpg

    I'd recommend you make the floor as one single object and ad the buildings and walls separately or Make large pieces of the level in one model (splint in 2,3 pieces whatever you want) while trying to keep a balance somehow.

    • Note: If you are making a complex terrain\mesh try optimizing it somehow use "pro optimize" in 3ds max on any areas you can and spare the parts you want to be more detailed, trust me it's for the better! The type of tessellation of the mesh also counts, see what works best.
    Posted in: Terrain
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    posted a message on Terrain Object Texture scale Problem

    <<< Originally posted by Talavaj From the HiveWorkshop (I recommend you read the thread the guy's a genius)
    http://www.hiveworkshop.com/forums/map-development-202/memento-mori-231499/index23.html

    Pretty sure that the massive performance loss while in high drawing distance aren't the models themselves but the terrain tile, which is always at full resolution. (no texture filtering)It is fine from the native camera angle but it is an overkill from any other camera angle. A 256x256 map has a terrain mesh that is like 131k polygons minimum (probably much higher if there are seams and material layers) and 65,536 tiles of unoptimized 64x64 pix textures all over the place which is not only insane load but also a mega brutal aliasing galore.
    Most likely the maximum you can do is change the tileset to something like 2x2 pixel sized texture to minimize the impact on performance.
    >>>

    Actually the models play a small role in performance loss but it depends on it's complexity. You can make a test, completely remove the terrain but keep the doodads, should run as smoth as a baby's but more or less depending on your computer.
    A single mesh no matter how dense should draw faster than the same mesh split in dozens of pieces It's something I noticed for a while now and I hope I got it right but I assume some models are loaded better if it's one object instead of many, not to certain about ones that are to large and too complex with geometry.

    Edit: You can use the show/hide terrain in the editor but for playable purposes hide the terrain cell or use triggers in game to do so. You will notice that you may experience a problem with shadows but I'll explain that later and how to fix it as well.

    Posted in: Terrain
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