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    posted a message on Animations stuck after exporting

    Thanks. Is there a reason it's spinning so slowly (there is 333 seconds of animation for one rotation, which is significantly slower than it appears in the video and kind of negates the effect of the texture)?

    Posted in: Artist Tavern
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    posted a message on Animations stuck after exporting

    Can you upload the .max file?

    Posted in: Artist Tavern
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    posted a message on Diabolical Hero Siege

    I passed the classes so I don't care. If I failed the courses and didn't get credit then I would be more upset and would at the very least be incredibly annoying for a few months, however I also think there may have been a contact requirement that he did totally overlook (I don't typically go to class unless I have to because I think they're easy, I can teach myself the work faster usually). Then again that may have been because he didn't want to take roll... either way, I do need to at least mention that because he definitely could have failed me if there was, which redeems him to some extent. I went to like maybe four classes. But I HATE teachers that have some strict guideline to follow because that guideline is ALWAYS flawed somehow (like in some early C classes, they'll have you use structs for a lot of things because you're not supposed to know much more than that but the schools don't seem to be too keen on letting me skip half of required courses, so I did horribly in those because I take pride in most of my work and refuse to degrade the quality of what I do in order to meet a lower standard. Which you would think would actually get you a higher grade, I mean when you make work BETTER than the requirements... it's like being in an intro art class and getting trouble because you can draw better than everyone else in it).

    EDIT: ^ I have no idea why it's doing that.

    Also, that is typically what HERO SIEGES (not a TD, although I maintain my argument that the two are very similar) are, a few otherwise blank lanes. If they weren't blank then there would be some issues with creeps getting down them wouldn't there? Personally I think it looks pretty good. It's clean, not a lot of clutter around the screen except, it seems, in the non playable area (where it looks like you spent some time...), but that could be preferable as it gives ambience.

    As I said, I'm not a fan of Diablo, and would rather see it go in a more original direction, but that's your choice. However I think you should make it darker (the lighting) and add in more local lights (not sure what the term for it is, never had to say it before now, like the flashlights in some of the TPS mods or torches or whatever). If you can, I'm not sure how much control you have over the dominant light as I haven't tried to change it yet. The darker atmosphere would be better for this type of artistic style, imo. You know, with the mountains and fog, etc, on the background, it gives it a feeling of seclusion that you should take advantage of (not a lot darker, like pitch black midnight or something, that's for horror games like mine, but like twilight-ish, where there is light to see but it's still dark enough for you to really be able to play with it). Clearly it's somewhere high up in the mountains somewhere, from the looks of the runes on the ground and the various statues it appears to be something of a religious area or something similar that is of significant importance. It is, of course, a lot harder to do work like that for something like this, since you don't see the sky or anything you can't use that to much effect (being able to design the sky makes doing work on developing ambience so much better), leaving you primarily with lighting (which you may not be able to modify as extensively as I think you can).

    And seriously, people, what is wrong with the SCII chat? What if he uploads it somewhere that isn't YouTube, or doesn't want to deal with YouTube's horrendous layout to add annotations (which I can't really blame him for, I find it annoying just to upload videos), or, the most likely, simply didn't want to take time to annotate it when there is a perfectly good way of displaying what he wants faster and as he goes through it, reducing the amount of redundancy spent on a video that maybe a couple hundred people at most will watch with any real enthusiasm, of which a fractional amount will actually care what he writes in said annotations? Like, I get it, it's kinda hard to read, but HOW has that become the primary topic when there are plenty of other great things about his project to discuss that actually have an effect on the gameplay, which is what you should be concerned about?

    Posted in: Project Workplace
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    posted a message on Diabolical Hero Siege

    @Skittles17: Go

    Yeah. I think in actuality alpha is a state where the game is done save for the art assets (thus placeholders), and beta is pre-release (polishing it up, fixing bugs, etc). Anything before that is pre-Alpha. You can use whatever terms you want, I don't really care and don't think anyone else sane does, but that's what a year of classes on the development cycle of software with a psychopathic professor makes you notice and automatically point out (I failed an assignment I was supposed to be updating once because I didn't change the version number in the header from 0.5.1 to 0.5.2 because I think that the header is stupid, therefore, as far as he apparently could tell [at least that was the excuse, I'm pretty sure he just hates me], it was the same version).

    Posted in: Project Workplace
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    posted a message on (3DS Max) Model Export Issue

    Yes I'll take it in a bit. Do you want everything expanded (there are lots of bones to control everything)?

    Posted in: Artist Tavern
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    posted a message on Diabolical Hero Siege

    @Skittles17: Go

    I didn't even notice it. I don't think that talking would add much to the video though, not much happens that would benefit from an explanation. Besides, it looks less dumb than using the phrase "Super Dumb" being preceded with the wrong tense of the word "look" and improper punctuation and conjunction of two sentences that should have remained respective.

    Sound Recorder, by the way, is a pain in the ass. I would prefer to not have audio than use that 95% of the time. And you don't actually need a headset, most headphones have a microphone in the left earpiece I think.

    The terrain looks pretty good right now. The video was a little too long to keep my interest though.

    And technically you're in Alpha, not Beta. So not having the proper models makes sense at this point in time, criticism of that can largely be ignored as you can't use assets you don't have yet so need placeholders (and there happen to be perfectly good models in the game to use for those placeholders...). We've been using these stick figure things for one of the games I'm working on. The walk animation has four like five keyframes.

    Posted in: Project Workplace
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    posted a message on Diabolical Hero Siege

    Me being tired. Hero siege, TD... similar goals, slightly different method of achieving them.

    Regardless everything I said transfers over just fine (and there were plenty of good TD's, but it takes a matter of playing games like this four or five times before you just know what to do as the AI for these games doesn't typically adapt).

    Posted in: Project Workplace
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    posted a message on Diabolical Hero Siege

    I'm not personally a very big fan of Diablo, but it sounds cool. There wasn't enough good TD's in Warcraft, SC could use some.

    Of course, you would need to make or have access to new models or else it won't be Diablo TD, it'll be Weird SC TD w/Diablo Names. Given that it's Diablo, it would make sense to use things from the game, but add your own touch to it (new or expanded abilities, items, characters, etc, so long as it fits in the game [i.e. not Lord of the Rings Footmen with a super Goblin mech that shoots missiles for three of it's four abilities]). Of course if you have your own ideas for the map, it would be better (I think) to make your own thing and maybe draw on Diablo and other sources to fill in the gaps.

    Posted in: Project Workplace
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    posted a message on (3DS Max) Model Export Issue

    So I have a model that I created and animated (and scaled down significantly because I didn't check to see what units to use if that matters), and I set the animation names using the .m3 sequence editor (I think?). There is some space between the animation sequences (between 5-20 frames are blank or keys are there so that there aren't any glitches in the animation).

    I exported it, and it seems to export just fine, but when I load it in the Galaxy Editor, the chest and legs are scaled up by what looks several a couple of hundred times (the renderer occludes most of it so I can't make a very good estimate). The head, shoulders, and feet are fine and the animations seem to play fine, the mesh is just largely distorted.

    I imported the .m3 model into 3DS Max using the importer to look at it, and it appears to be fine (although the UV's got flipped upside down I think), except some of the blank frames have the model in weird positions (like the legs pointed straight up), but this had no affect on the used animation sequences.

    Can anyone provide some insight (I can take screenshots of everything if someone wants them)?

    Posted in: Artist Tavern
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    posted a message on [WIP] Emergence Day

    I've looked at a few, but when I wrote that (I just copied it from the other places I posted it) I had bought SCII like maybe a week before and wasn't sure if I was going to be dealing with something along the lines of WCIII again (this was originally being developed for WC, but I got too tired of going around things it couldn't do so dropped it, and didn't want to make a really long detailed analysis until I know I'm not going to drop it again). In reality a lot of the work is done already, it's just a matter of transferring it all over, updating it all, etc.

    I'm running into issues with getting the model imported (chest and legs are all screwed up) so it's taking a bit longer to get the ingame screenshots done to show how the models look right now (still working on the hair for COG models, I'm a programmer, not an artist, and haven't done this for a while, and forgetting how to do various things).

    And for the limit, yes I figured that. The models aren't terribly large, but they are probably significantly over the limit on maps. But I'm planning on releasing a required data pack that contains the assets and the game will draw from that, so the map itself will be fairly small (it's open source, so this way others can directly draw from that pack as well. I will likely update it every once in a while with anything new I do with Starcraft, like the FPS or something). As it stands right now, it looks like about 50-100 megs total.

    Posted in: Project Workplace
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    posted a message on [WIP] Emergence Day

    http://www.moddb.com/mods/emergence-day

    PROGRESS
    GDD [||||||||||]
    Art [||||||||||]
    Programming [||||||||||]
    Audio [||||||||||]
    Animation [||||||||||]

    Release Date: TBA

    Emergence Day is a Starcraft II map being developed by Varine, co-executive producer & lead programmer, Aeternal Designs, LLC.

    ÆD

    Emergence Day (E Day) is SCII mod under development by Æternal Designs (well, by me and I'm putting ÆD's name on it), set in Epic Games' Gears of War universe.

    E Day is a cooperative horror-survival game, similar to maps such as NotD from Warcraft III. It is a third person shooter, and in the early stages of development.

    As it stands, I'm not horribly familiar with the SCII mod kit having never used it before a couple days ago, so it will likely take another couple weeks before I get much done in the game itself. I'm imagining it's going to have limitations that I am not expecting or didn't think of so I am going to refrain from posting much on the gameplay mechanics until I have a firmer understanding of the extents I can take it. I am currently intending on releasing it as open source upon completion.

    This is being done in my free time (I have other projects that take precedence) so it will likely be some time before it's completed. Mostly I'm just making a few little mods to promote AED, planning on making a template for an FPS as well as a few other things.

    Please post any questions or comments.

    Posted in: Project Workplace
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