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    posted a message on Please help!

    @HGWU: Go

    I have limited knowledge, but I would start with this:

    1. You verified your model works. so we will eliminate the model as a cause for now.

    2. Open Cutscene Editor, take a look at the original model and compare with your replaced model by looking at the model materials.

    Verify that the textures that you need, exists. Specifically look for texture names to see if both new and old models use the same texture names. If they do not, then you must manually do texture by id swaps on your new model.

    If you are unfamiliar with texture swapping, refer to DrSuperEvil's and BorgDragon's thread on texture swapping by id (link is in his signature. Also, i recommend reading that thread in this order: page1-4 then start at the last page and read in reverse page order)

    3. If still not working; check your model again. Look for variances in opacity texture settings and alpha texture settings. If you find variances, find someone who knows a lot about custom model making and 3rd party modeling programs.

    This should give you a good starting point to narrow down the cause.

    Posted in: Off-Topic
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    posted a message on Have a look, there is my N-th model

    very nice! (i had to watch it twice)

    : )

    Posted in: Artist Tavern
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    posted a message on Gaming, Editing and Game Exposure: By Day, Week or Ratio

    Thank you for the replies everyone; its very helpful to compare your own approach with the methodology of others. Also, it satisfies a lot of curiosity.

    @DrSuperEvil: Go

    Project, in this sense, is just a planned and designed piece of work that takes considerable time. It's not enterprise related, if you were wondering. I am in the process of re-balancing time for mapmaking (editing), game exploring and immersing.

    @Bilxor: Go

    I agree, you can see the basic mechanics and design of a game. It's efficient and it's helpful to use as a first impression before deciding to explore the atmosphere and micro-mechanics.

    @DrSuperEvil: Go @Mozared: Go @LucidIguana: Go @OutsiderXE: Go

    A strong thanks for the quantifiable and personal responses; they were helpful and appreciated!

    To anyone else reading, please feel free to add your own methodology; I am sure that I am not the only person who is interested in this.

    Posted in: General Chat
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    posted a message on Gaming, Editing and Game Exposure: By Day, Week or Ratio

    A friend of mine has persuaded me to expand my breadth of experience. I was wondering how others approach this. I am sure everyone faces these issues, but everyone handles it differently.

    So, by your own measuring stick: [by day, by week, by ratio, or by other]

    1. How much time do you allocate for new game exposure?

    2. Do you play any games for fun, while contemporaneously working on projects?

    3. Does playing games cut into your editing time? -and how do you handle this

    Posted in: General Chat
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    posted a message on Help: Tradition vs Innovation; Mapmaker’s Dilemma

    Thank you for all of your replies everyone. A particular thank you for the cute flowchart : )

    Of the two choices available, I will create a third choice.

    I will keep the artistic interpretation of those attributes, for a time. It may rally a player-base who appreciates those distinctive attributes. Overtime, I will introduce innovation, perhaps in a separate map if needed. After all, traditions were formed slowly and they also evolve slowly. So, I will approach this phenomenon in the same way that it was originally created.

    I think this thread will be helpful for anyone else who has a desire to raise the dead.

    Posted in: General Chat
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    posted a message on Help: Tradition vs Innovation; Mapmaker’s Dilemma

    I need advice.

    Imagine an older game that you like, and that game has specific attributes that separate it from its genre. Over time those attributes were adopted as distinctive traits of the game; so I loosely use the word tradition to describe these traits.

    A direct analogy would be minecraft’s dated blocky graphics. It is a distinctive trait of minecraft. Yet from a mapmakers perspective, it can be seen as an undesired flaw; an imperfection. Its something that can be fixed if you were re-creating the game. Yet, people love this traditional attribute of minecraft.

    (Back to the original game subject) So, you set out to re-create this old game that you like; to fix the most grievous issues that prevent playability, to maximize code performance and to polish the visuals. As a mapmaker, you even add in a few extras that enhances the game concept, while not interrupting the continuity of the game.

    Then comes the dilemma, would you fix the attributes that players find as distinctive to the game? Unlike minecraft, what if you highly suspect those distinctive attributes were not desired by the original creator? Furthermore, friends see the attributes as serious broken flaws that absolutely needs fixing.

    Yes, you could fix these attributes. But in doing so, you would destroy these distinctive traits.

    Would you? Should you?

    Posted in: General Chat
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    posted a message on I watched clannad

    @ksnumedia: Go

    good call! Then afterwards, consider remaking the lotv or sc1 storyline (with alternate endings), in a 'choose your adventure' type map via dialogs. just throwin it out there-

    Posted in: Off-Topic
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    posted a message on [Trigger] Questions for my map

    @AppleFee: Go

    1. "Glintch up" - I assume this means: to be in color, to be active; while the other command card icons are grey and inactive.

    If so, I would make the command card buttons in the data editor to be in a 'restricted' state. There is a pulldown option in the data editor for each cmd card button with options "available, restricted, suppressed"

    Once the cmd card buttons are set to restricted in the data editor, go to the trigger editor. In triggers, enable "Tech Tree Restrictions" for the player. This will now allow you enable/disable those cmd card buttons by using the "Allow/Disallow Ability For Player" trigger action. Both of these trigger actions are located in Triggers\Tech Tree actions category.

    2. Dialogs, again I assume this means you want the dialog icon to be in color, and flashing or something like that. Those trigger actions are all inside of dialog actions. You can disable/enable a dialog item to make it active in color or inactive in grey. Flashing dialog items in color is also possible or you can loop a hide/unhide dialog action to make the dialog item appear to be blinking.

    3. Abilities, I think you will need to find the specific trigger event that correlates to that ability. Ie: any unit uses [ability X] at stage [X] event. I do not know much more about this

    I hope that helps, a word of warning though; I myself have only been editing for 5 months. So, definitely take senior editing advise before mine.

    good luck!

    Posted in: Triggers
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    posted a message on I watched clannad

    @ksnumedia: Go

    I highly recommended playing the original clannad game. The story line has more depth, detail and humor than what can be delivered to you in a film version. Plus, the moments where you must make choices; that interactivity connects you to the story line and brings life to the characters.

    I've thought about making a story based animation game. Perhaps like 80% animated story plot decision making and 20% various-goal-oriented activities (an anything goes type of mini interactive game(s)) within the animated story game.

    now i wonder if what i just wrote makes any sense to anyone...

    Posted in: Off-Topic
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    posted a message on Mapster goes crazy on weekends.

    I don't know if its gaining steam or not, but I'm new! Mapster has been a great asset in learning mapping. So, perhaps more like me are on the way

    Posted in: Off-Topic
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