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    posted a message on any SC2 map maker vent servers? :)

    anyone out there got / know of a vent server we can use as a mapping community to meet up / talk / test stuff and whatnot?

    all my WoW servers changed passwords etc... from when i left that decrepid game

    Posted in: Miscellaneous Development
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    posted a message on Dialog Inventory System

    @Atl0s: Go

    im thinking about making my own inventory system too. i havent played much with the built in inventories, but it seems to me like id like to be able to customize it mroe than whats allowed. who knows, but yours looks nice enough man. i wont be using your sysytem (as good as it amy be, i like to build my own to know whats going on better) but it gives me some relief to know im not the only one not extrememly thrilled with the built in inventories. if i were using clizz's built in UI, id probably stick to their inventory, but with everything custom, i think id like my inventory custom as well... oh well, later

    Posted in: Project Workplace
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    posted a message on help with applying invulnerablitiy to a unit

    @ezbeats: Go

    on this same behavaior you can check 'supress movement' or set the 'movement maximum' to 0 if you want to change the movement as well.

    Posted in: Miscellaneous Development
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    posted a message on help with applying invulnerablitiy to a unit

    @Etravex: Go

    to make them invulnerable? yeahy, make an efect that applies a behavior, make the behavior duration however long you want, then change the 'modifications+' field, then the behavior tab of that field, the the state flags box, make 'invulnerable' to "enabled" vioala

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells

    @rrowland: Go

    cool idea!

    hard to think of an idea, i feel like i can make ANYTHING with just the data editor.... hmmmm

    Posted in: Project Workplace
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    posted a message on Question; how to draw (lines, cones, shaders, etc) locally on a map?

    @PelleTM: Go

    interesting, but im confused, the cloaking effect was applied to target units i thought??? im trying to make it apply to a random space / area / shape. am i udnerstanding you correctly / wrong?

    Posted in: Artist Tavern
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    posted a message on 'noob' question about mods/dependencies/libraries

    so if i wanted to use a handful of imported files, but across several maps, could i just make them into a mod / dependency, then make each map of mine load it off that? IE, it would save space in a multi map project?? i know this isnt the main/only possible function these things could have, but is it one of them? if so could you tell me in a sentence what it is or point in the right direction so i can search for a tut on how to implement it? thanks-

    Posted in: Galaxy Scripting
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    posted a message on Hello world (introduction and pictures of my work)

    asdf

    Posted in: Off-Topic
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    posted a message on LF artistic person for COMMANDOS; BEHIND ENEMY LINES type map

    WARNING; may be a semi-long post, if you're not interested then thank you, please come again!

    • REQUEST

    Custom UI Image

    Custom Loading Screen

    Minor model edits (such as making a corpse for a zealot/generic protoss unit) (should be able to just edit a standing zealot model, chop it up, place parts on the ground, delete a few parts, and ill put effects on it from in game, no animation necessary, hopefully not too hard)

    • MAP EXPLANATION

    My partner and I are working on a Commandos; Behind Enemy lines type map. This is a stealth / sabotage co-op map (4 player atm). Each map will be a level and will be linked with about 5 levels, the levels will be 256x256 so should be pretty big. He is terraining atm so I have no screen shots. But the ground work is in and the classes are made (Ive been the data editor etc thus far). The map revolves around co-op play and abilities that play in with eachother. Each level has a boss with a 'gimick' similar to WoW raids, gotta know how to interact with the fight / figure it out to win.

    The enemies view system is where they can only attack you if they see you, like in front of them, such as in Commandos; behind enemy lines. Once they see you, they will alert surroudning units etc and attack you.... If you make a noise you will alert them from behind, though some abilities work with this and can be 'silent' etc.... Corpses are currently used enemies will be alerted / alarmed if they 'see' one, one of the classes can actually interact and 'drag' the corpse among other objects we want to use for puzzles. For the current terran corpse I made do with pausing a terran death model for the corpses, they look great, but none for protoss units atm.... Built a custom UI with health / energy / special ammo / custom mini map / custom big map / settings panel with (3rd person close (wasd), 3rd person far (wasd) or default (regular click to move) and other options.

    All the above is made and working beautifully, weve just got a small amount of data editor stuff left. The system all this interacts really cleanly and is pretty bad ass if I do say so myself.... Were just working on terraining / building level puzzels and the fun stuff now. But the UI command bar we are lacking.

    If you're still reading then the UI would be something like from Commandos, a generic 'zerg' background corner image, then separate images for each ability to overlay on the generic background one made (with highlighted option for mouseover). The classes are zerg based and their 'Duke Nukem' style, kicking ass and chewing bubble gum. One of the abilities the zergling class (named Kurt), can take a poop, which a larva comes out of a second later. Kurt can then activate the larva to make a loud screech and distract enemies to look at it, allowing the squad to slip by behind their backs unnoticed. The animations / effects / sounds all look spot on. These are the kind of abilities we have made. We have about 2 or 3 more abilties and the classes are completed. currently 2 of the classes are fully completed.

    If you are POSSIBLY interested in getting involved with us and can help with some of the art then please drop me a message. (The map im associated with under my profile was the other guys creation as the inspiration for our new map. Weve got a completely new map atm, if you want to drop me a message and we can chat i can send you one of the early versions of the map so you can see how the vision thing interacts if you dont understand, otherwise here is a youtube video of level 1 from the original 'commandos'

    NOTE: ALL IMAGES WOULD NEED TO BE JPG FORMAT and down to a quality that it still looked good but not overdone, as size is an issue!!! (trying to get as many levels as possible for the map(s))

    Posted in: Team Recruitment
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    posted a message on LF artistic person for simple request(s)

    EDIT; I placed a copy of this in the 'team recruitment' forum. if that is where it belongs then just delete this and my bad, otherwise i hope someone is game!

    WARNING; may be a semi-long post, if you're not interested then thank you, please come again!

    • REQUEST

    Custom UI Image

    Custom Loading Screen

    Minor model edits (such as making a corpse for a zealot/generic protoss unit) (should be able to just edit a standing zealot model, chop it up, place parts on the ground, delete a few parts, and ill put effects on it from in game, no animation necessary, hopefully not too hard)

    • MAP EXPLANATION

    My partner and I are working on a Commandos; Behind Enemy lines type map. This is a stealth / sabotage co-op map (4 player atm). Each map will be a level and will be linked with about 5 levels, the levels will be 256x256 so should be pretty big. He is terraining atm so I have no screen shots. But the ground work is in and the classes are made (Ive been the data editor etc thus far). The map revolves around co-op play and abilities that play in with eachother. Each level has a boss with a 'gimick' similar to WoW raids, gotta know how to interact with the fight / figure it out to win.

    The enemies view system is where they can only attack you if they see you, like in front of them, such as in Commandos; behind enemy lines. Once they see you, they will alert surroudning units etc and attack you.... If you make a noise you will alert them from behind, though some abilities work with this and can be 'silent' etc.... Corpses are currently used enemies will be alerted / alarmed if they 'see' one, one of the classes can actually interact and 'drag' the corpse among other objects we want to use for puzzles. For the current terran corpse I made do with pausing a terran death model for the corpses, they look great, but none for protoss units atm.... Built a custom UI with health / energy / special ammo / custom mini map / custom big map / settings panel with (3rd person close (wasd), 3rd person far (wasd) or default (regular click to move) and other options.

    All the above is made and working beautifully, weve just got a small amount of data editor stuff left. The system all this interacts really cleanly and is pretty bad ass if I do say so myself.... Were just working on terraining / building level puzzels and the fun stuff now. But the UI command bar we are lacking.

    If you're still reading then the UI would be something like from Commandos, a generic 'zerg' background corner image, then separate images for each ability to overlay on the generic background one made (with highlighted option for mouseover). The classes are zerg based and their 'Duke Nukem' style, kicking ass and chewing bubble gum. One of the abilities the zergling class (named Kurt), can take a poop, which a larva comes out of a second later. Kurt can then activate the larva to make a loud screech and distract enemies to look at it, allowing the squad to slip by behind their backs unnoticed. The animations / effects / sounds all look spot on. These are the kind of abilities we have made. We have about 2 or 3 more abilties and the classes are completed. currently 2 of the classes are fully completed.

    If you are POSSIBLY interested in getting involved with us and can help with some of the art then please drop me a message. (The map im associated with under my profile was the other guys creation as the inspiration for our new map. Weve got a completely new map atm, if you want to drop me a message and we can chat i can send you one of the early versions of the map so you can see how the vision thing interacts if you dont understand, otherwise here is a youtube video of level 1 from the original 'commandos'

    NOTE: ALL IMAGES WOULD NEED TO BE JPG FORMAT and down to a quality that it still looked good but not overdone, as size is an issue!!! (trying to get as many levels as possible for the map(s)). My Partner and I hope to ehar back from you, and if you decide you'd like to join us and have any other ideas about the map please join in if you want to talk about puzzles / balance / etc.... if you just want to do the art, thats fine too. ADIOS! :)

    EDIT: If anyone chooses to try this out and just make a loading screen etc.... The clasees are;

    Zergling (stealth mode, can turn /invisible to go /stealth / crawl mode, can get bright red to go super speed)

    Queen (can drag corpses, can fart a green cloud that heal allies / kills enemies)

    Hydralisk (long range sniper, can devour corpses)

    Morphling (can wear a corpses remains and go covert to infiltrate / distract the enemy. can also lay 'egg bombs' that can be detonated)

    thats just short / basic over view of them if someone did by chance want to just make something. they are 'bad ass' uber zerg units but with a comedic flare!

    Posted in: Artist Tavern
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    posted a message on validator help

    @Etravex: Go

    this may not be the best way, but its a way to go about it;

    goto the behavior of the 5 sercond buff, goto the combat+ tab

    change chance to 1 (100%)

    change location pulldown in the damage response tab to ATTACKER

    then i belive make the HANDLED tab an effect that reapplys the buff to the source.

    on the effect that reapplies the source make a validation (unit compare behavior count)

    make the validator active on the effect that applies the buff from the combat+ tab

    set the validator behavior to the speed buff thing you got going, make it "greater than or equal to" in the compare field, and a "1" in the value field.

    this should make it so every time he attacks, it auto reapplies the buff if it validates that it hs the movement buff already (refreshing the time frame so it will keep going), and if he doesnt then however long you set the duration of the speed buff it goes away and when he attacks again since he hasnt activated the original speed buff by a separate ability it wwont 'reapply or activate' it.

    validators are so sweet, they are basically 'conditions' so the data editor to me feels more and more like triggering only way better!

    if this way doesnt work then o nthe dmg effect of the weapon make it a set, where it appliesw the buff / validator check on the SOURCE unit. this i KNOW will work.

    Posted in: Miscellaneous Development
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    posted a message on editor like wow model viewer

    @EmBeR81: Go

    hold ctrl down and move it with the mouse. click the icon with 4 arrows to make 'best fit' then zoon in out, rotate, change animations, its all there n easy brah!

    Posted in: Artist Tavern
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    posted a message on Multi Plane

    @kozm0naut: Go i was just checking here too.... haha. i always love to see peoples systems of things like this. its some of the most fun of programming at times.

    Posted in: Miscellaneous Development
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    posted a message on Custom UI

    anyone seen any mind boggling UI's? im at the point where i need to make my main command bar UI, and i just cant seem to fit in with anything.... i really dont want to do the loading bar / WoW copy thing. ive been searching through the textures trying to scheme up a way to make a different style UI, but to no avail. im also making a zerg UI, which makes it a bit tougher IMO.

    i was thinking about actually exporting and editing some pictures to concoct something, but file size is a bitch, running out of room! if anyone has any ideas or inspiration id sure appreciate it... i actually googles starcraft UI to see if i could get any ideas, but all i got was 'leaked' screenshots of sc2 ui from way back....

    and on one last side rant (not staying on art, but with UI) is anyone having any success with a system for using dialog buttons to act as ability icons? like, i can make them work and all, but dont have an idea how to show cooldowns etc without bogging too much constantly updating code that id prefer to avoid. i sure wish theyd let us just link a 'dialog button' with another built in UI button and just modify it somehow..... or does anyone know how to make the mouse cursor change when clicking a dialog button?

    Posted in: Artist Tavern
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    posted a message on editor like wow model viewer

    @EmBeR81: Go

    yes, open the editor, click window, then click on previewer. VIOLA!

    my screen is a dark teal background, not green. if youre wanting green GL with you map mod. haha

    if im off base dont mind me... maybe youre trying to capture something to edit in another movie like a green screen? you could do the terrain thing with this guys tutorial on ehre, he takes a decal and ups the resolution and then stretches it across the map, its pretty impressive how it can turn out doing that. oh well GL

    Posted in: Artist Tavern
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