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    posted a message on Steam have now steamworkshop. Pay for mods. When blizzard gonna wake up ?!?!

    @ImperialGood: Go

    Yeah... I would like to see some compensation for modders who deserve it, but this... this is a big mess unfortunately, and valve's notoriously poor customer service does not help the issues it has.

    Edit: do I hope it becomes a great and fantastic thing? hell yeah, but at the moment it is a bit of a mess ;)

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #200: Further ahead the road has gone

    @Scbroodsc2: Go

    thanks too much man, :) Btw is this animated enough? (I know you meant the robots moving around but that would take a lot of work to animate ;) ) http://i.imgur.com/YiGZnxj.gifv

    @wargirlwargirl: Go

    I have been told before that there are a few good ideas up in this head of mine, as few and far between as they seem at times ;) and I love the little town you are working on.

    As for those who are commenting on the playable terrains, There is a big difference (at least for me) between showcase terrains, and playable terrains. In showcase terrains, I just try and make the images look as cool as possible without using elements such as Photoshop. With playable terrains, I have to take into account the type of game, the pathing, take mind of how many doodads I use, carefully plan and layout things, get feedback from the author, blacklist a doodad or 2 for latency, etc... it takes just as much, many times, more time and effort to make a fully functional, latency free terrain, I still try and make it look good, but I remember working with some people having to delete large amounts of doodads and having to re-do a few things due to frame drop issues.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #200: Further ahead the road has gone

    splozions, and fighting robots, should be obvious which WTE this is :)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #200: Further ahead the road has gone

    4 and a half years later, somehow this train is still chugging along :) I will see if I have the time to make something, it is the 200th one after all, and we might even get another 100 terrian celebration vid that I have been looking forward to!

    Posted in: Terrain
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    posted a message on LotV Closed Beta Annonuced ! 31 March HYPE!

    The Reactions I see

    Rest of the world: Group 1: "Omg omg lotv woot! yayayayayay!" Group 2: "zzzzzz..."

    Sc2mapster: "good good look at those models, hey a new tileset nice!, omg new ways to play vids in game! bout time we got some nice protoss assets, etc..."

    Blizzard: "Almost done this marathon... lets get there... come on... we can finish this!"

    Pro players: "#$%& they did what to the meda game?"

    Alex06: *slaps on tryhard googles "time to data mine this place up!"

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #198: Campaign

    And to think I initially thought these were literally made within a day of this post, I would have fallen over and died, but then I read the text and discovered that was indeed not the case XD

    Good stuff still! I always love me some cool looking melle stuff :)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #197: We are a crowd

    @ScrinKing: Go

    yup, think ya nailed it there, you can even see the camera "zoom in" on about half a second in because the imageafication of the units was slightly off ;)

    Posted in: Terrain
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    posted a message on Psionic Warfare: TOTAL DESTRUCTION (Trailer included)

    Ah Psionic warfare... that game on the arcade that I really truly wish my crappy laptop could handle, because It just looks like loads of fun.

    Posted in: Project Workplace
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    posted a message on I made a mini film! feel free to critique

    @IskatuMesk: Go

    thanks! For the soft fuzz it actually came from the music, I should have edited it slightly to get rid of that. I certainly had difficulty getting animations to start at different times to make animations look more organic and not all together, ill experiment with plopping in a few things at different times to make sure things are not so synchronized up.

    Just about everything you said would be a good thing to explore and look at, tho I am not certain how to use the "texuvset" command myself.

    The only reason why I would not continue making these is because I have to bother other people to record the video for be because my computer is not powerful enough to record without lagging horribly, even when graphics are at a fairly low setting.

    As for the voice, I did feel like I had difficulty fitting the mood, I have never taken any real acting or voice acting lessons in my life so after like 10 re-takes this was the best one I could muster up XD

    Edit: So if I were to polish this baby up, sounds like I would have to put another 5-6 hours on top of the 24ish hours of work I already put in :p

    Posted in: General Chat
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    posted a message on Maximum life is 100,000?

    @TyaArcade: Go

    I know what you mean, I think I remember being something like 3,257,365 or something like that, I remember the 3,200,000 part but the other numbers were off, making it somewhere between 2 to the 21st and 22nt power, kind of annoying that they seem to have taken that away, I did not realize they capped it off to something other than the maximum possible value.

    that or memory serves me poorly on the exact number, but I do remember starcraft 2 being able to handle a larger number than 100,000 in that data field.

    Posted in: Data
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    posted a message on I made a mini film! feel free to critique

    @Hockleberry: Go

    thanks! Was expecting a bit of critique over my voice (did a slight voice change to make sound deeper and added a vibe to make it sound like it a room) or maybe the logic of the "story" involved ;)

    Posted in: General Chat
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    posted a message on I made a mini film! feel free to critique

    I wanted to wait for some kind of weekly terraining exercise to come along that was relevant but I really just want to share my creation with you guys! Feel free to critique/give some feedback, it was my first attempt at a voice over.

    Embed Removed: https://www.youtube.com/v/qG0-67_4hJQfeature?fs=1
    Posted in: General Chat
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    posted a message on Looking for map maker/editor

    Just to clarify for us, do you mean cinematic as in camera work within the editor and triggers? or the cinematic editor? because those are 2 very different things.

    Posted in: Team Recruitment
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    posted a message on Terraining Exercises: Global Information/Idea Thread

    Hope the next WTE has something to do with the city, revolution, and whatnot because I have been working on a little mini 1 minute movie :D (that is if I am even done with it 1 or 2 weeks from now)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #195: Globalization

    Solution!

    I did a data scan for a while going combing through all the actor and model data to see if you could achieve rotating it somehow without making it an actor that is not effected by fog. Once I eliminated that I combed the editor for some reliable way to get rid of the effected by fog, and all I got was things on fog of war and not terrain fog. So feeling rather defeated I then went to the fog itself, this is when things got interesting.

    So I created an actor for the skybox, effected by fog, yes

    BUT! apparently if you go into terrain types and look at the fog options you will notice "Fog Distance Falloff", "Fog Distance Near", "Fog Distance Far". They should all be close to or at 0 by default so it will most likely be greyed out.

    If you say put a value of 2 in Fog Distance falloff, A value of 500 in Fog Distance Far, and a value of 510 in Fog Distance Near, you will then have the terrain fog on your terrain but not in the massive sky box actor. You may need to play around with the values to make it work properly, I never know you could do this with the fog! :D

    So it looks like what you are asking for is possible, not a 2 second step progress, but much less complicated than what I was initially attempting with actor events and all that crap.

    Posted in: Terrain
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