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    posted a message on AC130K - Spaceship Gunner
    Quote from malu05: Go

    @gamemore: Go

    a 4 man crew in a tps, killing off zombies when suddenly one of the players get a BattleCruiser

    To say the least I'm not going to bed for the first couple nights one of your maps comes out.

    Posted in: Project Workplace
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    posted a message on AC130K - Spaceship Gunner

    Jackpot with these videos. Great level design (as always) and a great original idea to put into StarCraft. I saw the last video a while back but still I'm amazing by the amount of content you put into this game.

    Good Job

    Posted in: Project Workplace
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    posted a message on [Video] 3rd Person RPG

    @OneTwoSC: Go

    Oh yeah. The moving skybox you showed me how to set up and 3 hours playing with the fog settings. What topped the look off was adding the mist doodad in key places.

    Still working on the mist though. It looks great until you walk through it.

    Saddly the mist doodad is made up of transparent sheets of white. So when you walk through it you get waves of fog coming and going. I'm going to try to figure out a fix for this. (I know make the fog fly in the air is a fix but walking through the fog is just plain awesome)

    I've only worked 4 days on this map so still the development.

    Posted in: Tutorials
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    posted a message on [Video] 3rd Person RPG

    Figured Out some good settings. Check out the picture below.

    Yeah I see what you are talking about with those pictures. Seems everyone has this problem to an extent.

    Posted in: Tutorials
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    posted a message on Project Glass (based on AC130 series)

    @malu05: Go

    1. Doodad based fog? interesting idea. Would I go about placing it everywhere?
    2. sweet 50 I'll keep then
    3. I make the skybox player controlled and turn on the invisible flag and the skybox will not show up for other players ;)
    Embed Removed: https://www.youtube.com/v/jgU20Mk9AQQ?fs=1

    I'm currently working on making a strafe with the movement system. Here's what I have so far. I need some way to over ride other animations. So I can make my marine appear to strafe.

    Posted in: Project Workplace
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    posted a message on RPG Map with Dungeon

    @Reaper872: Go without a roof it would not give the same feel, but your the creature your call.

    Nice map

    Posted in: Project Workplace
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    posted a message on Project Glass (based on AC130 series)
    Quote from malu05: Go
    1. Looking forward to some more updates.
    2. A few notes... Set the flag "unselectable" for your player
    3. keep the polybudget low when working with multiplayer FPS/TPS.

    I'm glad to hear you guys like the map. In response to your post...

    1. I'll be working on general terrain tonight. So I'll add another video of my map design.
    2. Thanks (i've been trying to figure that out)
    3. Polybudget: How do I determine what I what is to much and what is to little? (I have a great desktop thats blows through the game like pie)

    To explound on my knowledge of a polybudget/video stress and help people learning about this. Basically each unit, animate, doodad, skybox, terrain and anything else that shows on your screen eats into your video card. So in a TPS or FPS their tends to be problems because your video card can't handle drawing all 1000 or 10000 items in front of your character on your screen.

    So this problem is so major that in a TPS or FPS that map makers for these type maps must sometimes go to extremes to reduce this problem. How I fixed this:

    1. I added fog that can't be seen through after a distance.
    2. I lowered the far clip of my player camera to 50 (i'm thinking about reducing it to 40) this prevents things over 50 distance from my camera to be drawn.
    3. I added a mini skybox that follows my unit preventing the player from seeing a black wall at 50 distance

    Okay well thats about it. (Hope it made since) I'm happy to see supporters :D

    Posted in: Project Workplace
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    posted a message on Help with FPS/TPS camera while UI is on

    @Hedus2: Go

    Similar to this guys I would like to leave the UI on so I can customize it instead of having dialog boxes. Although I also dont know how to do this.

    Posted in: Miscellaneous Development
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    posted a message on Unit Height offset

    If any body test this out and gets it to work please pm me or post here. This is a really cool idea I was hoping to add into one of my older maps.

    Posted in: Triggers
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    posted a message on [Triggers] Bounty's Lagless Projectile System

    I was searching around and found this. Although its lagless what would you do about cliffs (flying)?

    If I'm wrong about any of this I'm sorry. Although I do like your "How to detect collision of projectiles" section. I had never thought about using regions before. Okay now for why I'm posting. I need to know if there is a way to use this and make a bullet trail?

    Posted in: Trigger Libraries & Scripts
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one
    Quote from avogatro: Go

    how good is your panning system?

    Honestly when I saw your post my panning system sucked really bad, but I went at it made a pro engine for camera panning. I used WASD movement and rotate camera to make everything work. NOTE: this is very performance based instead of client/Battle.net so you really really need to work with the far clip and rotation speed. This is what I used.

    • Camera - Pan the camera for player 1 to ((Position of Marine [36.77, 31.22]) offset by (0.0, 0.0)) over 0.2 seconds with Existing Velocity% initial velocity, 50% deceleration, and Do Not use smart panning
    • Camera - Apply camera object Rotation (Facing of Marine [36.77, 31.22]) for player 1 over 1.0 seconds with Existing Velocity% initial velocity and 80% deceleration

    I made both of them repeat. Here is my map with the engine

    Embed Removed: https://www.youtube.com/v/hXxcwRdhdPo?fs=1

    This video was on battle.net and ran get. The video sadly lags because my computer couldn't handle both recording and starcraft at the same time. Although after I stop recording it instantly returned to smooth game play.

    If you dont believe me go and upload it yourself to battle.net and try it out.

    Posted in: Triggers
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    posted a message on Project Glass (based on AC130 series)

    Saved for future Update...

    News and updates:

    • Feb. 8th Quick Map Design
    • Feb. 9th Lazy Day
    • Feb. 10th TPS Engine downloaded
    • Feb. 11th Learning Day and added fog
    • Feb. 12th Added Skybox and started terrain
    • Feb. 13th Lazy Day
    • Feb. 14th Tried making strafe system (fail)
    • Feb. 15th Added Terrain
    • Feb. 16th Lazy Day
    • Feb. 17th ...
    Posted in: Project Workplace
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    posted a message on Project Glass (based on AC130 series)

    This is a project that I'm doing called Project Glass. I was inspired to start this map because of the AC130 series. Although at the time I started I didn't know that they are still planning to release ruins as a demo for project vector (so i hear). I'd like to say sorry to the vector team for producing a game from their demo video they made 6 months ago.

    Things left to do:

    1. Make spawns for zombies
    2. Finish terrain
    3. Update UI
    4. polish and post to Battle.net

    Things I need:

    1. How to make doodads between camera and the unit followed translucent. (I need a more precise version of occlusion)
    2. Support from all you guys.

    Pictures below (will add a video soon) PS: At the moment a major part of this map is built of the TPS engine.

    Edit:

    Embed Removed: https://www.youtube.com/v/QyJgZh13a2Y?fs=1
    Posted in: Project Workplace
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    posted a message on Texture Set Fog v. Doodad Fog

    its all relative to how many you place in the cameras view. if you can only see like 10 at a time then no big deal. But if your camera is hovering in the sky and you can see all 100 mist doodads, Then your going to get some lag/performance issues.

    Posted in: Terrain
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    posted a message on Fixing ugly terrain/skybox transition

    I would personally go with fog and some bigger than life cliffs. Skyboxs are very demanding on performance if they aren't set up right. I guess you could turn a skybox model upside down.

    I'm new to the editor so if you like one of these ideas you'll have to research it. Good luck

    Posted in: Terrain
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