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    posted a message on Terrain Controlling Buttons

    @Molsterr: Go

    How can i change these properties?

    Posted in: Data
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    posted a message on Terrain Controlling Buttons

    HEy i've been using actors to create terrain deformations (check out the actors tab and create a new actor, make itsactor type "Terrain Deformer"). This then gives you the ability to alter the terrain by raising it or lowering it, however a problem you can run into is that the editor doesn't like terrain deformers close to eachother, for somereason it sets the terrain in the effected area to the default height THEN deforms it, so you cant have a deformed terrain actor next to or ontop of another terrain deformer actor.

    Im currently trying to solve this problem and having no luck, if anyone figures this out please pm me or post it or both

    Posted in: Data
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    posted a message on An annoying trend within the SC2 mapping community

    @s3rius: Go

    agh i know what you mean man, im pretty bad for keeping things to myself lol, and especially with my recent post about the map im working on =/ maybe i might hyave a change of heart

    Posted in: General Chat
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    posted a message on Portraits are 3d Models?!

    @KerenskyLI: Go

    lol thats pretty creepy

    Posted in: Project Workplace
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    posted a message on Anyone tried WASD online in phase 2?
    Quote from WraithChaser: Go

    @Dumorah: Go

    You sound like you have no idea what your talking about. I do the camera thing all the time, objects do not re-render everytime you zoom in an inch. Blizzard isn't that stupid. What your seeing is the textures get blurrier because your zooming in, and the textures aren't made to be seen that close up. And as everyone else says, it is the Netcode. When I play alone the game runs perfectly, with 1 friend. A little bit slower. 3 or more, and it is just hell. How is that rendering and trigger work? I always do the:

    Press "W" Down

    Release "W"

    So what your saying is invalid.

    I am just hypothesizing here with what i've observed playing different maps and playing around with the camera triggers in the map editor. And what i mean by rendering is how a texture seen from far away seems blurry, but the closer you get the more detail is shown (im probably using the wrong word lol sorry, focus is the right word XD). But yah now that i've read more responses on the subject matter it does make mroe sense that when the camera angle is facing the horizon the game does start to lag, even in single player. If it is in multiplayer then the second one person's computer starts to lag then the entire game will lag for everyone else, and when you have some 3rd person games that have up to 16 players then obviously there will be a very high chance of lagging.

    I have no knowledge on how the key binding triggers work, i've only looked at them once and that was it. Again, i'm just hypothesizing on this subject =P

    Posted in: Miscellaneous Development
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    posted a message on Anyone tried WASD online in phase 2?
    Quote from s3rius: Go

    @Dumorah: Go

    Wait what? I gotta raise an objection on this one. The way it works is actually the exact opposite. Moving the camera closer to the ground will reduce the amount of objects displayed and thus remove lags. Textures do not rezise depending on your distance to them (at least not in SC2). This is why the textures look blurry when you zoom in. On the other hand, when you zoom out the amount of objects and textures increases - thus more work for your computer.

    The reason why FPS maps lag so much is the same. Since you're looking toward the horizon everything in front of you (until you reach the farclip distance) will be rendered, even if it's hidden for you behind cliffs or other models. This may lead to a HUGE number of things that need to be rendered at once.

    Also, the lag that's caused by the WASD movement (I prefer to call it delay) is of completely different nature than hardware lag caused by your computer when it has to render too much.

    What your forgetting is that the objects that are now zoomed in take up alot more space on the computer screen and yes they are rendered, try playing around with the camera triggers and have you camera zoom in on a random object, you'll see the textures re render itself the closer you get. Water works is actualy a good example of this, load it up and run towards random object and see how the texture of these objects change.

    Yah i've noticed this too with FPS, and i always wonder why people give units full map sight, i would just increase the seperate unit's viewing distance by 4x.

    So what im gathering is that there is also trigger lag due to the trigger constantly re running? MAybe what you could do is have two triggers, one that detects when the button is pressed down, and another to detect when it isn't pressed down. When the button is pressed down the pressed down trigger is deactivated, the trigger that detects that the button isn't pressed down is activated, and unit moves in set direction. And when the player releases the button the button release trigger should be deactivated, the buttomn pressed down button should be activated, and the unit should stop moving in set direction. If this is possible then this would cut down on triggers constantly running drastically and possibly reduce lag caused by triggers.

    Posted in: Miscellaneous Development
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    posted a message on Anyone tried WASD online in phase 2?

    I had no problem with crushed company, it still worked fine for me

    What you gotta remember is the face that its not really the wasd triggers that lag the game, its the super close camera to the character, because of this your camera is so close to the terrain and other objects they are rendered to a point that most peoples graphics cards cant handle it. Whereas the normal location of your camera wont cause the game to render textures as much but still make the textures look nice. If we are able to change the rendering process through triggers or in our maps then we can adjust the rendering distance to cut down on so many computers slowing down due to graphics problem and this in turn would speed up internet connections.

    Posted in: Miscellaneous Development
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    posted a message on Any coder out there wiling to help ?

    Are you talking about triggers, the data editor, something completely different????

    Posted in: Team Recruitment
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    posted a message on [VIDEO] Starcraft in 5 minutes

    Rofl so good, "And it turns out they just wanna eat everything"

    Posted in: General Chat
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    posted a message on trigger help?

    @threeleven: Go

    does the damaging trigger work in the first place?

    Posted in: Miscellaneous Development
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    posted a message on trigger help?

    @threeleven: Go

    well when the damaging trigger is initiated the targeted player takes the damage instantly, so using the unit variable (i just realized i said unit type, dont use unit type lol, just use unit) you should be able to determine the last unit who dealt damage to the target unit before it dies, unless your damage type is dealt over a period of time.

    But yah like i said before throw in the set variable function, and then throw in those two triggers and test it in your map (just place two units in the center of the map owned by different players for which you have control over, and give it a go.

    Posted in: Miscellaneous Development
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    posted a message on My map (Random Map Generator)

    Oh yah, i would also like to thank everyone who has posted tutorials on SCII mapster (and the staff of course) for all the helpful information. it really has helped me learn the galaxy editor, and to improve myself as a mapper in general

    Posted in: Miscellaneous Development
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    posted a message on My map (Random Map Generator)

    Hey all, i was hoping to just pop out my random map generator without warning, but not being able to reach my deadline due to the beta patch 16 really fucking up the map editor and my lazyness it seems that my map will be delayed for a bit.

    I do plan on completing this map and releasing it but for the time being i plan on completing the campaign fully before re opening the map editor.

    So now thats been said let me explain what exactly my map is and the future plans with it.

    As i mentioned before it is a random map generator. It will open up with a GUI with a 10x10 grid and terrain type check boxes so that you can select where you want what types of terrain (so far i got mountains, hills, grass lands{sliglty hilly}, swamp, forests, extra vegetation, rocky area, river, & large body of water), all this will be created on a Bel'Shir map set. This selection gui is fully functional and the map WAS generating 100%.. this was prior to patch 16.

    Now a little explanation of each terrain and how it works:

    Mountains: Right now i have large rocks appearing in a line simulating a mountain ridge, the ridge does curve slightly in a random fashion, and all mountain ridges start off heading towards a static direction that is determined by a randomized variable at the map initialization (So it actualy looks like a mountainous area).

    Hills: Generates gradual and steep hills in the selected area, when hills are generated close to eachother they tend to make cliff like lines in certain spots, this creates really interesting visual effects for really hilly maps.

    Swamp: Fricking swampy man, lots of small watery holes with tons of sight blockers and vines. Units will be slowed down in this area once map work resumes.

    Forests: Plants a group of trees within a randomly placed single tree in selected areas, this simulates open and dense areas in a forest, also light vegetation is generated randomly in selected area.

    Extra Vegetation: Just generates extra vegetation randomly in the selected area, so far no indept coding, just plain and simple.

    Rocky area: Same thing as extra vegentation, but it generates really small rocks and big rocks (that block ground pathing ina small area).

    Large Body of water: Pretty much will create a large lake in the given area, great if you want to make an island of a sea cost like map.

    Rivers: A river line will be created in the selected area, it is able to detect mountains and will try to go around the mountain by itself using triggers.

    Now i initially designed this map to be fully randomized by itself, and then decided to modify it so it can be fully customizable by the host, but both options will be available upon map release.

    I do plan on making the tile set selectable for all planets and having a bunch of extra terrain types available, everything from city scapes, to garbage dumps.

    Also i will add that i have designed triggers to recognize steep areas and deep water zones and to create ground blockers, & slow down effects.

    My future plans once the random map generator is fully created (to my specifications) i do plan on making a game that will use this generator. This game will be somewhat like total war and dawn of war combined. You start off with a pre selected army, and holding onto territory will earn you resources to build up on units. Also terrain and cover will be important, as well as weapon and armour types. I plan on making this game appear to be as realistic as possible.

    Once this is accomplished the game will be released with extra future plans to save your unit set up (and units that have fought in battle and gained veterancy) and you the user will have the ability to pull these units out in different games. This will require alot of coding and planning so please be patient, the final product might not even come out for quite a few months, but i guarantee you that when it does i will make sure it is awesome XD.

    So in conclusion i plan on releasing the random map generator at three seperate phases of completion. When the generator is fully functional The game is made (yet to be named) The game data can be saved and carried over to other sessions.

    I do not plan on releasing the map on SCII mapster (but instead in battle.net), for the main purpose of keeping all my hard work to myself (yes kinda selfish). However if you really want to use the map generator in your own maps just PM me and we can discuss what we can do =) So really i just want to control my own material instead of a crazy free for all.

    Thanks for reading this, i look forward to seeing comments and answering any questions, and i'll try to stay up to date and release more information once i start mapping again!

    Posted in: Miscellaneous Development
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    posted a message on trigger help?

    @threeleven: Go

    Just have a unit type variable (name it somethign like killing_unit)

    And then go into your trigger that deals damage, and set this variable to the unit that is casting the ability

    This way the trigger will stop being activated for the targeted unit once it dies and you are left with the variable listing the last attacking unit.

    If you wanna be extra sure that the variable is 100% right, then make two if loops (one in side the other and set them to be true)

    First one, check to see if target's health is above 0, and 2 check to see if the units health is below zero after you factor in the damage dealt, If both return true then you can add a score to whichever unit/player who killed the targeted unit.

    Wow and i did all this without opening the editor XD let me know if this works!

    Posted in: Miscellaneous Development
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    posted a message on OMG The new trailer is %@$!ing sweet!

    @Kanaru: Go

    Well the models seemto have alot of good animations as it is, and im sure with the game release alot more animations will be added, but i dont plan on touching the editor until i finish the campaign (just so i dont spoil the campaign in any way).

    Btw what difficulty you gfuys planning to play the game on? Im thinking insnae but im not that pro so i'll probably go hard

    Posted in: General Chat
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