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    posted a message on Cutscene Editor vs Map Editor
    Quote from JacktheArcher: Go

    I would recommend the trigger editor for bigger scenes like that or maybe using them in conjunction.

    Yeah, I think each is ultimately going to fulfill a different purpose. Though it would be nice to have a slightly more fluid integration between the two.

    Posted in: Cinematic Creation
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    posted a message on Cutscene Editor vs Map Editor

    So, I've been learning the new cinematic editor that Blizzard released a while back and I was just trying to figure out where everyone is falling in terms of its use. Clearly, it opens up a huge amount of possibilities, but it's also blindingly frustrating at times. You can create fantastic cinematic sets while using it, but animating large war scenes is incredibly tedious.

    For example, you can create an extremely awesome looking jungle scene with fallen trees and pulsating plants in the Cutscene Editor due to the ability to manipulate the way objects are positioned on the XYZ axises, but if you want to then add 50 units and have them all charge while attacking another group of 50 units all firing back then you have to do that on an individual basis as opposed to in the Map Editor where you plop down some units add some triggers and away you go (10 hours of animation work vs 10 minutes). But, the Map Editor doesn't have the XYZ axis manipulating function (as far as I know?) so you can't create the scene to begin with.

    Is there any ability to export the terrain created in the Cutscene Editor to be used in the regular Map Editor?

    Seems like a balance is needed between the two that isn't quite there at the moment. Either that or I need to learnz more :P

    Posted in: Cinematic Creation
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    posted a message on DavidCraft Machinima

    Back in the game... Episode 3 is embedded below for your enjoyment. Yes, I know it's been a longggg time and yes I know it was a longggg time between Episode 1 and Episode 2 as well, but, life happens :). The plus side is that in the interim, I've learned a few things and gotten better hardware so... kind of a win? Anyway, this community has been invaluable in the development of this series and will continue to be, so please, all replies, PM's, and all else are very helpful so send them my way! Hope you like it!

    Embed Removed: https://www.youtube.com/v/smJ5b8cn8QU?fs=1
    Posted in: Project Workplace
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    posted a message on DavidCraft Machinima

    Yes. I have returned lol. Check out Episode 2! And please leave me all manner of comments and criticisms. All the info I got after Episode 1 really helped me to get better at virtually all aspects. Hopefully it shows

    Embed Removed: https://www.youtube.com/v/0nFRgYAdlvw?fs=1

    (NOTE: I've noticed the strange audio at times in Episode 2. I believe this is caused by the audio fx I put on during edit. When YouTube optimized it, it caused some distortion. Already learning :)

    Posted in: Project Workplace
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    posted a message on Removing the status icon in Cinematic Mode

    Hi, I'm currently working on a cinematic and the normal UI of the game is hidden when you enter Cinematic Mode in-game, but very annoyingly there still remains the status icon in the bottom right of the screen. I circled it in red in this screenshot:

    Cinematic Screenshot

    Is there a way to hide this or remove it through triggers? I've tried several things, but can't quite figure it out.

    Thanks in advance for any help.

    Posted in: UI Development
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    posted a message on Very simple animation question

    @Talon0815: Go

    Brilliant, worked perfect. Thanks mate, that would have been painful to discover on my own.

    Posted in: Triggers
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    posted a message on Very simple animation question

    I've searched times trying to find an existing answer to my question, but alas, I have not. I have a feeling it's so damn simple that no one else has had problems with it.

    What I want is to have a selected unit face in the direction I've told it to while playing the "Stand" animation that loops for however long I want. This is what I have:

    [START]

    Camera - Apply David and Nixar Open for player 1 over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target

    Unit - Make Zealot [40.04, 15.59] face (Position of Viking (Fighter Mode) [18.20, 7.27]) over 0.0 seconds

    Unit - Make Marine [39.92, 16.50] face (Position of Viking (Fighter Mode) [18.20, 7.27]) over 0.0 seconds

    Animation - Clear the Default animation for (Actor for Marine [39.92, 16.50])

    Animation - Clear the Default animation for (Actor for Zealot [40.04, 15.59])

    General - Wait 0.1 Real Time seconds

    Animation - Play Stand animation for (Actor for Marine [39.92, 16.50]) as Default, using Play Forever options and Default Time blend time

    Animation - Play Stand animation for (Actor for Zealot [40.04, 15.59]) as Default, using Play Forever options and Default Time blend time

    General - Wait 6.0 Real Time seconds

    [END]

    With this trigger set the units eventually turn in different directions or play an animation that is NOT just "Stand". Can anyone tell me what stupid thing I'm doing that is causing the problem?

    Thanks in advance

    Posted in: Triggers
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    posted a message on DavidCraft Machinima

    Wow, first of all, thanks to everyone who has taken an interest and also a big thanks to the moderators here at SC2 Mapster for featuring the video on the main page. I was wondering where the sudden surge of views was coming from and now I know. I would have replied sooner, but I've been working on Ep2 and I thought the thread was dead as I hadn't gotten replied in a few days.

    In terms of how when it comes out, I'm hoping to keep a regular schedule for release. I was thinking a 10 day cycle for each episode. I'm a little behind as I've been trying to generate hits for the opener, but I should have the next episode out soon. It's written, just have to voice, animate, edit, render, and upload. Sounds like a lot... well it is a lot lol, but it's fun so it's easy work.

    Keep sending all manner of comments, criticisms, encouragement, hate, love, voodoo incantations, whatever my way. I read everything and it helps me keep in tune with whatever the SC2 community (already best RTS community in the world?) is feeling. Thanks again and much love everyone!

    Posted in: Project Workplace
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    posted a message on DavidCraft Machinima

    @redmarine: Go

    maybe machinima could get its own section in the forum? that way people would certainly know where to go to if they're looking for help

    Posted in: Project Workplace
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    posted a message on DavidCraft Machinima

    @GnaReffotsirk: Go :P well that's good.

    i'm curious why the machinima community for starcraft hasn't really developed yet. there has been a lot of great work with individual clips, but nothing in the form of a web series, which is surprising given that WOW has some of the best machinima series. i realize the game is young, but i'd love to see the community grow a little more given that the galaxy editor is such a great tool for creating easy animation

    Posted in: Project Workplace
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    posted a message on DavidCraft Machinima

    Well, I've returned after a long hiatus. Strangely, my post of Episode 2 is exactly 1 year after the post of episode 1. That is some sick episode rate lol. But anyway, I've decided to revisit this project after long time off and hopefully this time I can actually stick to the goals I originally intended. I got a lot of incredible feedback the first time around and between just the two episodes I already learned an incredible amount so keep it all coming!

    Embed Removed: https://www.youtube.com/v/LN26sJo1mJM?fs=1
    Posted in: Project Workplace
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    posted a message on Morphing Zergling into Baneling for cinematic

    @PandemoniumKnight: Go

    that was it. i figured it was something really simple. thanks man

    Posted in: Triggers
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    posted a message on Morphing Zergling into Baneling for cinematic

    I'm currently creating a machinima and am having difficulty getting a zergling to morph into a baneling. I'm sure the error is simple, I just can't figure it out. Here is the trigger:

    Camera - Apply Baneling for player 1 over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target

    Unit - Create 1 Zergling for player 1 at Point 007 using default facing (No Options)

    Unit - Make (Last created unit) face (Position of Marauder [39.92, 111.95]) over 0.0 seconds

    Tech Tree - Disable tech tree restrictions for player 1

    Unit - Enable the Zergling - Morph (Zergling -> Baneling) ability for (Last created unit) General - Wait 3.0 Real Time second

    Unit - Order (Last created unit) to (Zergling - Morph to Baneling) (Replace Existing Orders)

    General - Wait 15.0 Real Time seconds

    The scene runs, but the zergling just sits there without morphing. I have also tried creating the unit in the map and specifically ordering the unit to morph, but that hasn't worked either.

    Posted in: Triggers
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    posted a message on Can't get movie to record

    I'm currently working on a machinima and I'm having issues getting it to record to the designated My Documents/Starcraft II/Videos folder.

    I created the scene and triggers, published it, and then opened it in custom games on Bnet. But as soon as it starts I get the following error message in red at the left of the screen: Movie Start Recording Action Error: Not authorized

    Then nothing it placed into the videos folder. What's the procedure for getting the movie files out of galaxy editor?

    Thanks in advance

    Posted in: Miscellaneous Development
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