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    posted a message on [Important] Good setup for bnet lobbies!

    @OneTwoSC: Go

    That's a cool tip, I've never really noticed this problem. I just assumed bnet 2.0 was smart enough to move party members to the opposing teams to continue filling the lobby.

    It makes sense... if you knowingly select a 3 v 3 game with a party of 6, the only logical meaning is that you wanted to fill the whole game with your party. The alternate possibility would be the person was actually trying to fit 6 people on a 3 player team.................................

    I prefer team assignment inside the game as well, since it actually gives people a chance to choose.

    Posted in: Tutorials
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    posted a message on The Texture Shop (request icons and textures)

    @draconis137: Go

    Why not take a similar picture of the model itself and turn it into an icon? Since you're asking for a "coloring" of the black and white icon to make it look like the actual model.

    Making the original model look toonish like SC2 icons, is probably a lot faster than coloring it by hand. xD

    I'll look into it, but it'll have to wait till after Christmas weekend.

    Posted in: Art Assets
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    posted a message on The Spawning Cluster - Icons, Abilities and more for your Zerg swarm

    @Demonette: Go

    Butt wiggle ability. xD

    Posted in: Art Assets
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    posted a message on Anyone Re-Creating Dead Ops?

    @QMJ3: Go

    looks interesting, how bout a joint venture?

    Posted in: Miscellaneous Development
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    posted a message on The Texture Shop (request icons and textures)

    @Marikh7: Go

    About the plugins for photoshop, did you see my directions on the first post? Make sure you're running 32bit version of Photoshop.

    Like Photoshop CS5 comes with 32 and 64bit executables, and you need run the 32bit one instead for DDS plugin to work.

    Do i need to write up a more detailed explanations on the install process?

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @jaxter184: Go For preview images, i just export a PNG/JPG of the icon and upload it just like i upload the DDS files. For displayable images, the forum automatically displays it on the bottom instead of just showing a download link.

    @Marikh7: Go I'm not into doing long term projects, but I can help you with designing a website. It shouldn't take me too long. I can only do HTML, javascript, and CSS; i'm not too PHP friendly, so I won't try to design a forum or anything.

    Posted in: Art Assets
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    @wingednosering: Go lol, good to see you too. Just doing random stuff for the hell of it.

    Posted in: Triggers
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    posted a message on scaling

    @slymoonlight: Go You could edit the texture tile to be made of up 2x2 of the original texture tile, which should make the texture appear smaller. And then you can scale everything else to half normal size and move the camera closer accordingly.

    Posted in: Terrain
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    Old one was too problematic, here's a revamped one:

    Embed Removed: https://www.youtube.com/v/yoSFXiuLfHk?fs=1

    This video actually shows random squad members getting killed as the zealot attacks. But this new formation makes a lot less sense, because the units are so far apart compared with my first video.. xD, though i could just reduce the spacing...

    • Formation: Hourglass pattern
    • HP Bar: Shared between all members of squad
    • Movement/Pathing: Will keep hour glass pattern when ordered to move as long as nothing impedes its path.
    • Controlling Squad: Team leader must be selected by a left click, and will become the pivot point of the hourglass, any new chosen squad leaders on-the-fly will swap places with the old one.

    I was almost done with an algorithm to allow basically infinite squad size to move into hourglass formation, but too lazy to finish. Solving differential equations to do a trigger algorithm for infinite cases? Not worth it... xD

    Posted in: Triggers
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    posted a message on The Texture Shop (request icons and textures)

    @jaxter184: Go

    good idea. xD That would definitely generate a lot more textures.

    I think the problem is that it doesn't actually pertain to working with the galaxy editor like all the other weekly exercises: data, terraining, triggering.

    not sure if "texturing" can be categorized as a standard skill for someone making a SC2 map, unless there was a texture editor inside GE.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @draconis137: Go Most of the work was actually done by the blue flame image that he conveniently gave.

    A big reason I encourage requesters to include a resource sample.

    @Anyone I hope that people try not to take offense or feel bad when your work is critiqued. Always better to learn from it, and become even better. If it was up to me, none of my work has ever been finished, there's always more things i could've done to make it better. But it's just not feasible to work on a single project for too long. So if i screw up somewhere, i want people to catch it and let me know. I'll see to fixing it, if i see that its worth the effort to fix.

    Edit: ignore bottom images, they're just preview images for some of the icons people made that lacked previews.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @draconis137: Go looks great. If only all requests were color changes, life would be easy. xD

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @Demonette: Go Yeah, i just realized a big problem. There are currently more people willing to do work than there are people requesting, LOL. Just check back whenever you're bored and have free time. Recently, i've been quite busy, glad there are a lot of people willing to help.

    @jaxter184: Go I think the different color psi-storms that you made are only lacking a black background. If you add black behind the transparency, they should all start showing their true colors. The psi-storm icon doesn't have transparency like that to begin with, its only a simple rounded square border. I'm lazy so i just open up the original psi-storm dds and just copy the alpha channel directly onto my new icons.

    want me to add those to first post still? or do you plan to try adding black background? I uploaded the alpha channel from the official dds icons on this post if you need a reference.

    @Marikh7: Go On the first post of this thread, i included a tutorial on how to set up Photoshop with the Nvidia plugin, and also Gimp with its gimp-dds plugin. Does neither of those work for you? I also hear that Paint.net allows exporting to DDS (possibly needs a plugin), but I haven't looked into that one yet.

    Nothing to see here folks... lemme just sneak these in here.. so i can have links to put on the first post... xD

    Posted in: Art Assets
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    posted a message on Can Functions Return Arrays?

    @Kenterik: Go

    use these tags for galaxy
    
    <<code galaxy>>
    <</code>>
    

    don't think your trigger is considered galaxy tho. So probably just use <<code>>

    Posted in: Triggers
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    posted a message on The Texture Shop (request icons and textures)

    @Marikh7: Go

    any sample image of desired shade of orange?

    Posted in: Art Assets
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