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    posted a message on OMG We Should totally make a ..... Map

    I wanted to make a Ghost in the Shell map. But oh wait, copyright.

    Posted in: Off-Topic
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    posted a message on [Trigger] Reduced Lag WASD Movement

    "Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press."

    Based on that statement for the event, it is the event that causes the lag as well as gets worse with higher amounts of players.

    Posted in: Tutorials
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    posted a message on Blizzard Censors What!?!?

    I have always enjoyed the freedom that comes with making maps on Starcraft and Warcraft 3 and not having to worry about petty legal issues. But it seems that freedom is coming to an end...might as well make your own game and make money from it, with the way it's looking. The editor has a lot of potential, but Blizzard seems to be really restricting it in many ways...can't even make a playable map that uses WASD movement or 3rd person perspective. If this type of thing continues, I imagine the map department is going to be looking like Warcraft 3's with the only map playing is Dota or some other boring waste of time.

    Posted in: Off-Topic
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    posted a message on Noobie Question of the Day

    The marines having shields by default is probably just an editor thing. It seems sometimes not all the actor conditions / messages run correctly in the editor, so you have to see them in-game to see if they actually have the shields on. (That is where the shield thing should be also, inside the Actor Events for the marine.)

    Posted in: Miscellaneous Development
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    posted a message on [Cinematic]Avatars of War

    Neat model, but it could probably use some better textures. Its all mostly one shade and not shiny like everything else.

    Posted in: Project Workplace
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    posted a message on Need improved skin quality for an old model.

    There was someone in my 3D modeling classes that made a much better Enterprise. Unfortunately I don't have a way to get it, though....

    Posted in: Artist Tavern
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    posted a message on Afterburn test

    What's the dragon from?

    Posted in: Artist Tavern
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    posted a message on The Casual Game

    That voice has got to get annoying pretty fast... hahah.

    Posted in: Project Workplace
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    posted a message on Updating

    Well, make certain that you have ports 3724, 1119, and 1120 open, since apparently those are the ones that the Blizzard Downloader uses.

    Reference: http://us.blizzard.com/support/article.xml?locale=en_US&articleId=21072&parentCategoryId&pageNumber=1&categoryId=3635

    Otherwise don't really know what to say, sorry can't be of much help.

    Posted in: General Chat
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    posted a message on Updating

    The start-up window after running the Starcraft 2 executable is supposed to automatically detect and install any updates before running the game. I assume it was working correctly before?

    Posted in: General Chat
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    posted a message on Which anti-virus software do you use?

    I use AVG anti-virus, it's free. Don't know exactly how effective it is either, but my computer hasn't died so far, so I guess that's a good thing.

    Posted in: General Chat
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    posted a message on who else games with a laptop?

    I use a laptop but it's definitely not an awesome one...I'd prefer a desktop, cheaper for more power.

    Posted in: Off-Topic
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    posted a message on Starship Troopers Arachnid Model

    Yeah that's too many polygons for a unit that there's going to be a lot of. (I'm assuming there will be a lot of them if you're re-creating Starship Troopers.) Might want to find ways to reduce polygons to probably around 1000-2500, otherwise it's going to slow down machines a lot when there's multiple of them on the screen.

    Posted in: Artist Tavern
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    posted a message on Starship Troopers Arachnid Model

    Certainly doesn't look bad for a first model, but how many polygons is it? (I believe the hotkey for showing polygons is ' 7 ' in 3DS Max.)

    Edit: Also after looking at it in the map you provided, you might want to change the walking animations a little. The legs should be somewhat compact at first, and then extend as it walks, similar to a spider. It also needs some more varied attack animations, but I'm guessing you know that already.

    Posted in: Artist Tavern
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    posted a message on FPS help

    There isn't currently a way to move just actors / doodads, they have to be units. Even if you accomplished converting all doodads to units, there still wouldn't be a way that I know of to move the actual terrain. Like stated earlier, it seems like a rather impractical idea as compared to moving a unit through the world.

    Posted in: Miscellaneous Development
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