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    posted a message on Options dialog items?
    Quote from ctccromer: Go

    Is there something like a number box with ^/v or +/-?

    I DO NOT want a button that when you click it the text changes

    I also don't see the difference between these. I just created something like this yesterday though, I had to make an option menu for changing the far clip distance. I had a plus and minus button which would increase or decrease it by 5 each time.

    Posted in: Miscellaneous Development
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    posted a message on Save data to Bnet account?

    I was wondering the same thing, it would certainly help a lot in the long RPG type maps.

    Posted in: Miscellaneous Development
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    posted a message on Turn-based Combat Game

    You could make a map system in which armies are represented by units, and you navigate them (Turn-based, of course) and when a battle commences it shows a battle scene like the one you demonstrated. Something similar to say...Fire Emblem, I suppose. Just an idea if you haven't already considered it, your project looks nice so far.

    Posted in: Project Workplace
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    posted a message on Ok so WASD multiplayer maps lags too much on bnet...

    The creator of AC130k said that his map doesn't lag even with full players, and he uses the WASD system I believe.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] 3D Modeling

    Very nice Vivi model, almost looks like it's straight from the FF9 cinematics. 7000 polygons is quite a strain for just one character, though. The low-poly version would definitely be a better choice, it doesn't seem to have much loss of detail.

    Posted in: Artist Tavern
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    posted a message on One Armed Thor

    I'm fairly certain that would require a modification of the Thor model, since the editor does not allow hiding certain parts of models or anything like that.

    Posted in: Artist Tavern
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    posted a message on How to make a map 'wrap around'?

    @ST4RKiLL3R: Go

    Depends on your map size and the size of your border regions. In my example it gives the region about 5 points of lee-way, that way the unit ends up being right outside the region on the other side. You can measure the size of the region and what the X point your unit needs to be at just by moving your cursor over it in the editor, it shows the X,Y,Z (In that order) location of the cursor at the bottom left on the bar.

    Just note that when moving to the other side you would need to make it the opposite operator ( - 250 instead of + 250) and for the top and bottom borders you would be doing that for Y instead of X.

    Edit: Oh and you'll also have to add the factor of the region he's going into in the equation. The unit won't be at exactly 256 when it hits the border most likely, it will be at the edge of the border region. Forgot to take that into account.

    Posted in: Miscellaneous Development
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    posted a message on How to make a map 'wrap around'?

    @ST4RKiLL3R: Go

    You'll need four thin regions along the borders to detect units going into them, and a trigger for each one that moves it to the opposite side. Example:

    Events

    Unit - Any Unit Enters Left Border Region

    Local Variables

    Conditions

    Actions

    Unit - Move (Triggering unit) instantly to (Point(((X of (Position of (Triggering unit))) + 250.0), (Y of (Position of (Triggering unit))))) (No Blend)

    That trigger is for a map that's 256 x 256. It'll keep his Y coordinates the same and will move his X coordinates to the opposite side of the map. Just make sure that the unit doesn't get teleported into the border region on the other side, otherwise it would teleport endlessly between both sides and you'd create a black hole or something.

    Posted in: Miscellaneous Development
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    posted a message on How to make a map 'wrap around'?

    @ST4RKiLL3R: Go

    Save the Y coordinate if they're moving horizontally and save the X coordinate if they're moving vertically.

    Posted in: Miscellaneous Development
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    posted a message on Doodad Lag

    If you're not using far clipping on your camera already, you could use that to dramatically increase the FPS. You just wouldn't be able to see as far.

    Posted in: Miscellaneous Development
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    posted a message on Possibly a Jurassic Park style map

    I think the velociraptors should have the zergling model, just larger.

    Posted in: Project Workplace
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    posted a message on Blank Maps

    That's happened to me quite a few times also. I always figured it was some form of map protection, albeit it's not exactly protection...just inconvenience.

    Posted in: Miscellaneous Development
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    posted a message on Help me choose between two map concepts.

    @BrotherLaz: Go

    Well since the second is a concept done through in pretty much every Halo and similar games, I'd say the first one if for nothing more than being more original.

    Posted in: Project Workplace
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    posted a message on Creative Doodad Uses

    @Ash4meD: Go

    Thank you. Well naturally I think they'd be best suited for TPS, but it may be possible to use them with an overhead view, I haven't tried it. The Rock Arch model by default has occlusion enabled, which means they can turn transparent. (Not sure how it determines when to become transparent, perhaps when the camera is near them or when they are blocking the view of the camera. In any case it was something I had to turn off because they were turning transparent when I went inside them.)

    Posted in: Terrain
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    posted a message on Terrain Artist! [Picture Heavy]

    I would definitely agree that making terrain is one of the most fun parts of making Starcraft 2 maps.

    It's a little ironic that someone mentioned one of the shots earlier looking like Midgar, because I had started making a Midgar-esque map a month or so ago. I've left it alone for now, might finish it up one day.

    Posted in: Terrain
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