This was done a couple months ago, so not exactly a fair entry into this exercise, but thought I'd throw it up anyways for some comments. From a SC2 mod we are working on.. but it is a mech nonetheless.
GnaReffotsirk: yep same exporter from nintoxicated. He's actually been a HUGE help to us, as without his exporter this mod wouldn't have any in-game progress, only models. Hopefully we can get this normal maps issue fixed, if we do, we'll be sure to throw up a tutorial or something to get the info out to everyone. But so far no luck on normals :/
Maknyuzz: kinds words appreciated! :)
Btw while I'm at it, is anyone good with movie editing/trailers? I was hoping in a couple weeks/months to get a nice little gameplay trailer up and running.
Yeah this doesn't concern me a huge amount... we all knew it would be at *least* one full year after the launch of SC2.
It takes a long long long time for anything of quality to pop up anyways, up until this point, no custom map/mod released would be close to a "premium" one. This stuff takes time, and there's plenty of mod teams working away on some really good looking stuff. I wouldn't be surprised if this comes with heart of the swarm - who knows...
As these guys pointed out those are custom models I imported into the editor - however, use that same doodad you used to build your parking lot?
It can be a bit tedious doing that, placing tons of doodads, but it can look rather nice when placed along the side of your road to function as a raised sidewalk of sorts.
Not sure which curved piece Mozared is referring to? I don't think I've seen that.
BTW: for parking lots, I would recommend you use one of the "ground decals", the white paint on concrete looks very parking lot-ish!
Those are to show and hide terrain cells, used only in rare instances to literally hide the terrain. The button beside it has that tiny green + sign, click on that, then paint over your black area. It will un-hide your terrain.
Alternatively, the button with the red square will delete terrain cells, go ahead and paint that and watch your terrain disapear!
Here's two practical examples of what I mean, took these really quick from a map im working on.
The first pic you can see I've just layed out the very basic road shapes and blocked out roughly where buildings will go. Then into mspaint to draw on some more smaller roads.
Pic #2 shows what it becomes, my example is more of a middle-eastern desert town, but the same principles will apply if you are building a bustling metropolis. Road layout - buildings - details (in that order).
When designing a city environment, I personally find it best to layout the roads first. So lay down your roads, get nice 45 and 90 degree angles on everything, think up some interesting (and realistic layouts). Remember that any functioning city has parking lots - lots of them! Throw some parking spaces in. Once your streets are layed out you can go ahead and start placing down the largest buildings.
At this point you'll see a general city start to form - continue with smaller buildings, and eventually moving to small details like sidewalks if you like, street lights, foliage, and more.
Remember, 45 degree angles are your friend :) Placing doodads at those angles can look a lot nicer than the 90 degree head-on angles you are using now.
Edit: here's some good examples... this stuff is not my own work. These are screens from red alert 3.
I would recommend that you slow down the camera movements, it seemed a bit too fast/jarring at times. Some slower, more deliberate cam movements could go a long way I think!
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@Dieable: Go
hm... not entirely sure what you mean. Its got two legs, and both are clearly on the ground.
Unless your referring to the perspective, maybe the angle is a little bit too much.
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This was done a couple months ago, so not exactly a fair entry into this exercise, but thought I'd throw it up anyways for some comments. From a SC2 mod we are working on.. but it is a mech nonetheless.
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GnaReffotsirk: yep same exporter from nintoxicated. He's actually been a HUGE help to us, as without his exporter this mod wouldn't have any in-game progress, only models. Hopefully we can get this normal maps issue fixed, if we do, we'll be sure to throw up a tutorial or something to get the info out to everyone. But so far no luck on normals :/
Maknyuzz: kinds words appreciated! :)
Btw while I'm at it, is anyone good with movie editing/trailers? I was hoping in a couple weeks/months to get a nice little gameplay trailer up and running.
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Appreciated guys!
@Gorandor: our dev team is not for sale!! :P
Thought I'd update with a couple new pics, we've got some decent progress redesigning our jungle enviro's. Let me know what you guys think.
And another newpost is up at our moddb page: http://www.moddb.com/mods/project-warfare
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Just wanted to chime in and say this is starting to come together nicely. Keep up the good work :)
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@Moz: lol :D
@Max: your detailing/doodad skills = EPIC WIN... really really good stuff :)
I'll try to contribute something tommorow!
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@Mozared: Go
Sounds like fun man :) where's the map though for us to download/get started?
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Yeah this doesn't concern me a huge amount... we all knew it would be at *least* one full year after the launch of SC2.
It takes a long long long time for anything of quality to pop up anyways, up until this point, no custom map/mod released would be close to a "premium" one. This stuff takes time, and there's plenty of mod teams working away on some really good looking stuff. I wouldn't be surprised if this comes with heart of the swarm - who knows...
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Hey guys,
just setup a quick moddb page the other day, figure I'd post it up here!
http://www.moddb.com/mods/project-warfare
I'll be keeping that page, as well as this forum topic updated as we progress :)
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HEY hey theres no need for yelling! :D
As these guys pointed out those are custom models I imported into the editor - however, use that same doodad you used to build your parking lot?
It can be a bit tedious doing that, placing tons of doodads, but it can look rather nice when placed along the side of your road to function as a raised sidewalk of sorts.
Not sure which curved piece Mozared is referring to? I don't think I've seen that.
BTW: for parking lots, I would recommend you use one of the "ground decals", the white paint on concrete looks very parking lot-ish!
0
@SpaceKookie: Go
See the two buttons beside "add terrain object" ?
Those are to show and hide terrain cells, used only in rare instances to literally hide the terrain. The button beside it has that tiny green + sign, click on that, then paint over your black area. It will un-hide your terrain.
Alternatively, the button with the red square will delete terrain cells, go ahead and paint that and watch your terrain disapear!
0
Here's two practical examples of what I mean, took these really quick from a map im working on.
The first pic you can see I've just layed out the very basic road shapes and blocked out roughly where buildings will go. Then into mspaint to draw on some more smaller roads.
Pic #2 shows what it becomes, my example is more of a middle-eastern desert town, but the same principles will apply if you are building a bustling metropolis. Road layout - buildings - details (in that order).
0
@Reaper872: Go
When designing a city environment, I personally find it best to layout the roads first. So lay down your roads, get nice 45 and 90 degree angles on everything, think up some interesting (and realistic layouts). Remember that any functioning city has parking lots - lots of them! Throw some parking spaces in. Once your streets are layed out you can go ahead and start placing down the largest buildings.
At this point you'll see a general city start to form - continue with smaller buildings, and eventually moving to small details like sidewalks if you like, street lights, foliage, and more.
Remember, 45 degree angles are your friend :) Placing doodads at those angles can look a lot nicer than the 90 degree head-on angles you are using now.
Edit: here's some good examples... this stuff is not my own work. These are screens from red alert 3.
http://www.cncgames.com/redalert3_screens/ra3aug05.jpg
http://www.cncgames.com/redalert3_screens/ra3aug02.jpg
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@Tekaichi: Go
For a first attempt that's a good job :)
I would recommend that you slow down the camera movements, it seemed a bit too fast/jarring at times. Some slower, more deliberate cam movements could go a long way I think!
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@OneTwoSC: Go
Your a car fan?! Dream car - Ferrari 458 Italia
Although I really couldnt say no to an Aston :D