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.
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.
Doodad based fog? interesting idea. Would I go about placing it everywhere?
sweet 50 I'll keep then
I make the skybox player controlled and turn on the invisible flag and the skybox will not show up for other players ;)
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.
A few notes... Set the flag "unselectable" for your player
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...
I'll be working on general terrain tonight. So I'll add another video of my map design.
Thanks (i've been trying to figure that out)
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:
I added fog that can't be seen through after a distance.
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.
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
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?
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
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.
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:
Make spawns for zombies
Finish terrain
Update UI
polish and post to Battle.net
Things I need:
How to make doodads between camera and the unit followed translucent. (I need a more precise version of occlusion)
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.
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.
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
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To say the least I'm not going to bed for the first couple nights one of your maps comes out.
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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
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@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.
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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.
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@malu05: Go
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.
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@Reaper872: Go without a roof it would not give the same feel, but your the creature your call.
Nice map
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I'm glad to hear you guys like the map. In response to your post...
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:
Okay well thats about it. (Hope it made since) I'm happy to see supporters :D
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@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.
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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.
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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?
0
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.
I made both of them repeat. Here is my map with the engine
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.
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Saved for future Update...
News and updates:
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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:
Things I need:
Pictures below (will add a video soon) PS: At the moment a major part of this map is built of the TPS engine.
Edit:
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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.
0
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