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    posted a message on Issue with Import into 3ds

    @FockeWulf: Go

    Nvm now I learned about Pivot points.

    Posted in: Artist Tavern
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    posted a message on Issue with Import into 3ds

    Hey guys,

    I've got an issue with importing meshes from Rhino into 3d studio max. It all works fine except where all the meshes are kept track of via a single point that is not in the center of the mesh or my chosen spot. How do I fix this?

    I am making tank tracks for my Tiger 2 rotate in the animations so I can port them over to SC2. I have the mesh here I just cannot Have one of the "wheels" rotate on its own center axis.

    Does anyone know how to fix this?

    Thanks!

    Posted in: Artist Tavern
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    posted a message on WW2 Diplo: European Diplomacy in WW2

    @caparosmith: Go

    Since I don't know if you are Europe or not (Im in Vegas) I would say around 5-6pm Pacific (GMT-8) in North America. I would assume someting like around 7 GMT but thats only a guess. I don't have the very latest builds with the new custom models on EU yet (Due to transaction issues, Blizzard was kind enough to convert my second Starcraft account over to an EU, however I had posted that BEFORE they locked my account and as such that map I cannot bring down) however that map is "stable" (just avoid overlapping models - like naval >.>). I'm currently in the process of replacing the overlapping models with brand new ones from scratch. The 2 biggest lag monsters, the Battleship and the Light Cruiser, have already been replaced on the NA version. If you want an update, here is what I'm doing right now:

    http://i1088.photobucket.com/albums/i333/marshallwellington/Tiger2_1b.jpg

    VERY careful attention is being payed to not having meshes overlap more then nessesary. As such these new battleship models, although having a higher poly count, don't cause near the same amount of lag.

    Given how much stuff I'm gonna have to custom model, I'm probably gonna end up publishing a *public* WW2 Dependency so I can save on raw map space.

    Posted in: Map Feedback
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    posted a message on WW2 Diplo: European Diplomacy in WW2

    Reserved for Pictures:

    WW2 Diplo 1

    WW2 Diplo 2

    WW2 Diplo 3

    WW2 Diplo 4

    WW2 Diplo 5

    WW2 Diplo 6

    WW2 Diplo 7

    WW2 Diplo 8

    WW2 Diplo 9

    Posted in: Map Feedback
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    posted a message on WW2 Diplo: European Diplomacy in WW2

    Hey all,

    I've been working on a map for nearly a year now that I really need some feedback on.

    On NA: WW2 Diplo On EU: WW2 Diplo EU

    Introduction and Features:

    This map is a general European Diplomacy map set in the WW2 Era. The base model is Diplomacy Infinity from SC1, however that was merely a starting point. From there I took the concept and made the map into what is really it's own animal.

    However before I dig into that part let me give you an idea of just what was improved over Infinity: -You no longer need to build next to cities, simply attack and capture them instead. -You no longer need to mess around with cities to get the custom units you want. Instead just go to "Units" at the top menu bar and select which ones you want to use. -Units are, in most cases, designed to reflect the realistic look and role the unit took in WW2. As such the British use the Churchill Heavy Tank and the USSR the T-34. The special units are spread across some 30 different nations, depending on which faction had the most effect on that nation. An example is: Romania gets the Flamenwerfer, Scotland the Scotish Pioneers, Italy the M.41 Anti-tank gun, France the M10 Tank destroyer, Morocco the M4 Sherman etc. -Nations, in some cases, have multiple specials now.

    Now why it is it's own animal: -WW2 Diplo has "realistic" naval units modeled after WW2 ships. For instance the Battleship has a bridge, superstructure, 2 stacks and 3 tripple turrets. Model attachments were used to make these units (along with some 3d max work). However in the current NA version, the Light Cruiser (and soon to be every other ship) is made of models created from scratch. This is to reduce the memory leaks which are the main source of lag on this map. -The map has the ability to sustain, at a playable level, far more units and models on the map at the same time than other maps, and with each lag improvement that amount goes up. This is due to several lag-reducing tricks I ran across making my FPS engine, as well as tips and information I found out from others I chatted with. The more units that are custom modeled, the better the lag will get do to the lower amount of overlapping meshes. -WW2 Diplo is the only real broad strategy map (that actually works) in Starcraft 2. As such armies tend to be rather big. The map does pretty well even with 500 units on the map as long as a few issues are avoided (soon to be fixed with custom models). -WW2 Diplo is the first map on SC2 to use what I like to call: The "Starcraft 2 Amhibous System". I have a guide on SC2mapster with a video on how to make it. This is the only real option for an amphibous system. As it is the simplest as well as least lag-inducing option for faking water in starcraft 2. Its similar to the old Rise of Nations water system (which can in fact be made exactly in SC2, much to my surprise). -WW2 Diplo has a more extensive Diplomacy interface and options than most other sc2 maps of it's type. -WW2 Diplo is one of the first maps to utilize the platoon system, which I first saw in NewWorld's Generals of WW2.

    Gameplay:

    The gameplay of WW2 Diplo revolves around broad strategy, diplomacy, and knowledge of the game. This map is designed to give experienced players the edge. There are a lot of subtle things in this game that can have a large effect on gameplay. And am experienced player playing a tiny nation can, more often than not, beat a newer player playing a large nation. Needless to say battles between 2 experienced players are sheer bloodbaths lasting, in some (rare) cases, for a few hours.

    The sort of play you will see from experienced players includes: Utilization of rivers as natural defensive lines (like the Rhine); flanking an army by means of amphibous assaults (such as in Italy); Dynamic Army composition to gain advantage; Diplomatic backstabbing (no diplomacy game is complete without a good old backstab); Creating and destroying alliances to gain the advantagel; Posession of various Special Units can dramatically alter how an experienced player will build their army. A lot of early game objectives often include seizing certain special units before major war errupts. On top of all of that I have seen more than a few naval arms races (with the corrisponding wars and massive naval clashes).

    I have found, much to my pleasure, that the strategies a player will chose for a nation very closely align themselves with the strategies that those nations would use in real life (or, in fact, have used). Germany and USSR often clash over who controls Romania and Poland (or the entire Balklands for that matter). Great Britian has to expand to the mainland in order to grow powerful enough to defeat a large land-based power. Britian also, in nearly every game, attempts to turn everyone against the largest European power, as European Hegemony has never been Britian's interest. Some nations become more reliant on diplomacy than others.

    Feedback

    I am not going to go over what I already know issues are as I would like players to try them and perhaps find a different viewpoint on the issues. The game, however, is simply too vast in scope and size to have everything perfect. And I've found sometimes imperfections are better than perfection.

    The reception by the players whom I've run across has been both mixed and extreme. It really depends on whether or not this type of map fits a player's niche. If it doesn't, they really don't care to play it. If it does fit the player's niche though they, more often than not, tend to become diehard loyal fans of the map. On the latest Custom Map Spotlight blog there are 7 posts, in a row, about the need to feature WW2 Diplo. Only one of these is mine and 2 of them are from people I've never seen or heard of before.

    I have a channel on NA named: Diplomacy. This is for all diplomacy-type maps. The overwhelming favorite tends to be WW2 Diplo although others, such as Diplomacy of War (Cerebrate) and Diplomacy Gold (Oblivion), are also popular.

    The biggest issue this map has is not the lack of fans, its getting them all together at the same time to play the map. Its been buried down the list for it's entire life. Dispite this I am constantly running into new fans of the map. I have canceld this project twice, and twice I am so pestered not to stop the project I start working on it again. I'm hoping that, if this map were featured, the players who have been so loyal and supporting will finally be able to play this game on a regular basis. I have had more than enough statements from the fans on the subject of the popularity system. I wouldn't be sticking my neck out like this if it weren't for the fans. I have seen many of them quit SC2 because they can't find maps they want to play - Or, more exactly, they can't find lobbies with enough players to play the maps they want to play.

    What I need:

    -I need feedback on unit balance. -I need feedback on gameplay. Please bear in mind that I have given up on trying to make it a popularity climber. The map is simply too extensive for that. -I need feedback on bugs.

    Anything would helpful.

    One Note: There is a techtree rebuild inbound, of which previews are on Udmod.com (Cloud get your site to stay up >.>) If you catch me around I can give you links to the previews and pics etc. Before I finish that though I need to get these custom naval models finished so they won't cause memory leaks anymore >.>

    Thanks!

    Posted in: Map Feedback
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    posted a message on Importing model issue

    @FockeWulf: Go

    Nvm fixed it. Turns out I shouldn't delete the uv map layer in photoshop before i export it as a .dds

    Posted in: Artist Tavern
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    posted a message on Importing model issue

    Hey all,

    I'm having a wee bit of an issue importing my custom model. I made it from scratch.

    What I have is a model of a boat. It looks fine in 3ds, however when I import it into sc2 and look at it in the previewer or as a unit placed on the map the model is shaded see-through (meaning you can see the textures but they appear transparent.

    I have a model that has identical export settings that doesn't have this issue.

    Can anybody help me?

    Thanks!

    Posted in: Artist Tavern
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    posted a message on Blizzcon 2011 schedule

    I've got an idea:

    Lets make a jackpot on whether or not Blizzard will say anything definite about fixing this whole custom map mess in Battle.net 2.0

    -This means giving a deadline to have it all fixed and working (emphesis on "all").

    If someone makes an honest jackpot, I'll put in $10 on the bet that they won't say or do anything definite.

    All winners get equal split of the jackpot.

    Any takers?

    Posted in: General Chat
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    posted a message on Build on Ramps Tutorial

    Be sure you actually paint the pathing. You need to make it green/red etc where you want the pathing to be applied.

    Posted in: Tutorials
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    posted a message on [Collarboration Request] Modern Warfare Models

    @SoulFilcher: Go

    Oh those textures will improve. Also keep in mind that there is no useful tank chassis. The siege tank, im sorry, is a piece of crap.

    Edit: Working on the new submarine now :P

    Posted in: Art Assets
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    posted a message on (Solved) Custom Turret Model Issues

    @FockeWulf: Go

    Aha figured it out!

    Its not enough to simply add a TurretZ attachment and export it.

    You first need to link all the other objects that rotate to the TurretZ attachment so that the TurretZ is the parent. One you do that it works great :P

    Posted in: Data
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    posted a message on (Solved) Custom Turret Model Issues

    @FockeWulf: Go

    I found the problem, its just that I have no clue how to solve it.

    Basically what I did is ported over the missile turret into 3d studio max.

    After I did that I played around and at one point I moved the turretZ attachment to the side and notice the whole top half of the turret (the part that rotates) moved with it.

    So now I just need to know how to link the entire mesh to the attachment point.

    Anyone know how to?

    Posted in: Data
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    posted a message on (Solved) Custom Turret Model Issues

    @DrSuperEvil: Go

    Yes it does in the exact same form as the missile turret. I DID look at one of your posts before I put this on the forums.

    Posted in: Data
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    posted a message on (Solved) Custom Turret Model Issues

    Hey all,

    I've got a wee bit of a problem here:

    I have a custom model for both a new tank and a new turret. The issue is the tank's turret doesn't rotate on the tank.

    I can't explain too much more without giving the map so I will simply upload it. The tank in question is the Medium Tank.

    Posted in: Data
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    posted a message on [Collarboration Request] Modern Warfare Models

    Well its for the "Map Market" as they said.

    And some more progress:

    Posted in: Art Assets
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