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    posted a message on InsaneAI Library

    Everyone on this site seems to know me but I don't know them :X

    Yeah I get the gist of it judging by your description. It's like a front-end for manually blocking out bullies. My original solution was just to roll them through preplaced structures that were not constructed, then have a layer of regions activate bullies in a timed sequence before looping. I found I had to loop the bullies to get them to build a lot of structures really quickly. I later moved on to having a setup that basically broke apart the melee code, restructured how the attack waves worked, and gutted the looping stock behavior to net back 20-30fps. But the in-combat performance is still really bad where I left off. I had success bridging this with existing bully-based trigger AI.

    I'm assuming then that because you are using attack waves it doesn't handle defense, does it? How about expanding? I had some trouble getting the AI to expand really fast and reliably build a lot of structures at those expansions. Like, say, a Terran takes 10 bases and drops 8 rax/8fact/16 turrets at each in about 5-6 minutes. Usually the AI would take the bases after a long delay and then maybe build 1-2 structures every few minutes. But with bullies this is probably easier, right?

    Posted in: Trigger Libraries & Scripts
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    posted a message on InsaneAI Library

    If I was still working with this game I would definitely check it out.

    Are you using the melee galaxy code? The waves, the stock loop on tick, whatnot. E.g. do you have the CPU overhead of the melee base or is this entirely brand new?

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    Your best work yet IMO. The animation and blending stuff is really cool.

    Posted in: Artist Tavern
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    posted a message on Make Melee AI use Campaign units

    My dependency was only recently made a components so there must be another reason for that happening. Glad you figured it out, though!

    Posted in: AI Development
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    posted a message on MOBA Mechanics Survey - Need MOBA players

    I was diamond level in both heroes and league (haven't played league in a long time though) so I'll run through this for ya.

    For the record, skins aren't related to mechanics. My responses may also be a bit biased since I feel there has only been 1-2 decent skins released for the game.

    Posted in: General Chat
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    posted a message on Make Melee AI use Campaign units

    You'll need a casc viewer.

    Posted in: AI Development
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    posted a message on Make Melee AI use Campaign units

    RequirementsAI.galaxy (under TriggerLibs) is what you want. You can then define or replace the units in the stock files as necessary. You'll need to extract these from the various archives and then add them to your dependency.

    The editor is not terribly useful for AI stuff outside of the attack wave triggers, which don't really expose a lot of the functionality of the melee (such as defense).

    Posted in: AI Development
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    posted a message on A problem with my 3ds max

    Nothing wrong with export.

    Posted in: Third Party Tools
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    posted a message on A problem with my 3ds max

    Shows the cutscene viewer in his screenshots so I assumed he was first trying to preview. But yeah, like I said, the textures should be under Assets\Textures\.

    Posted in: Third Party Tools
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    Your poison globe reminds me of the Miasma effect from Dragon's Dogma. Same sort of thing except it's a cloud.

    Actually, I've got a question for you. I'm looking to recreate some effects from Anime. I'm having pretty good success with my custom textures for most basic stuff, but one of the things I want to make is like those dome explosions you see in Dragonball Z.

    http://vignette1.wikia.nocookie.net/dragonball/images/3/3d/HyperExplosiveDemonWaveBlast.JPG/revision/latest?cb=20120220152759

    Now the main thing is it needs to be really fast (around a second or less) for most versions because I am using it for basic unit attacks. So, I need it to disperse into a fiery effect and disappear fairly fast. I have a basic idea for it set up, but I feel like it could be way better. However, this is where my limited skills with 3ds max really show. I am not sure how to improve from here. It's just an animated sphere with an alpha that goes from 10 multiply to 0 multiply over some keyframes.

    This is just a simple version, it doesn't have the ground-based shockwave or anything yet (I was focused on trying to make the sphere portion look good first, but...

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    Cool warp-in effect. Is that done the same way you showed me with blink before?

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @Delphinium1987: Go

    Cool drone. Do you plan to release this?

    For the death animation - perhaps make the individual flame effects smaller, and have the stone pieces glow red and then fade out like a red dust effect? Or have them turn to sand and melt down? That effect would be more difficult to achieve, but it might fit the rest of the effect better. Alternatively you could spawn sand particles like the first portion of the animation and have them desintigrate into sand (some Heroes of the Storm units have this kind of death effect on the Egyptian map).

    Posted in: Artist Tavern
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    posted a message on Looking for feedback on the tyranids

    Sure. Whatever works for you. Keep up the good work! :3

    Posted in: Artist Tavern
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    posted a message on Looking for feedback on the tyranids

    @deadlytrips: Go

    The particles are something I would have to work on in the future when I am not split between like 5 different projects, perhaps later in summer. I would have to assess and address it on a per-unit basis and depending on what the needs of my campaign were at the time. But some things I had considered was adding dust from movements on big attacks, small amounts of heat distortion from exertions, blood and such in death animations (I have not checked the existing animations but I would probably heavily work on any existing death anim to make it fit the rest of my content). I would be rendering most of my own FumeFX textures for these particles much like I am the rest of my project.

    I entirely understand if you don't want to release the max files, though.

    My projects are all private, so battle.net stuff is a null issue for me.

    /edit

    Okay, I had a look at the Hive Tyrant (Claw upgrade).

    The hit test volumes should conform to the model. Read the documentation about those. It'll make clicking on them feel much more logical, especially when they're big units. Same thing with the vol_target, it should generally conform to the mesh.

    Export with uncompressed bones and animations. Ports generally don't like bone/animation compression, they jitter a lot.

    Posted in: Artist Tavern
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