• 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    @TaylorMouse: Go

    I'd try composite material with two materials, opaque over the glowing one. They should have equal parameters and noisy alpha channel animations. But the opaque one should have lower alpha cut threshold. So it will cover less than the glowing material underneath it occupies at any given moment, so it will look like glowing edges.

    It's not a very clean solution, edges will have different widths, but it should work. Actually there's 8 layers at composite material, so the same approach can make decaying look multilayerish.

    Posted in: Artist Tavern
  • 0

    posted a message on How do you feel about SC2 map creators being paid?

    I think SC2 arcade area is empty of money. Blizz only pays to contest winners ($20K a year). Players can sometimes pay a couple of bucks to 1% of popular crowdfunded projects ($50K a year). Rarely people invest some to have their game ideas implemented ($10K a year). So, the whole mapmaking area has roughly $50-100K a year. So, there's maybe 20 mapmakers who are being payed somehow, and their income is about $500 - $5000 a year, depends on how lucky they were to find sources of payment. So, even richest of us are poor relatively to normal salaries. SC2 arcade area has no fucking money.

    My usual advice stays the same. Love to make games and want to be payed? Spend a month to learn Unity. Start creating games and release them for mobiles or Steam. Then there are 2 main income sources: revenue from your games or unity-related job. Depends on luck, game design ideas, time spent, marketing skills, coding skills. The more you work, the more money you are able to attract. Indie games area is full of money. Insane billions of bucks circling there - from players and from companies via ads. Best/luckiest individuals involved in indie game development make millions a year. Hard working decent professionals can easily make $1K-10K a month.

    Posted in: General Chat
  • 0

    posted a message on What part of using the editor do you find the most tedious?

    @ArcaneDurandel: Go

    Oh yea, sc2 editor would benefit from some "drag that damage effect from the list and drop in the selected launch effect's impact field" kind of mechanics. Instead of manually selecting it from the list inside that field.

    Posted in: General Chat
  • 0

    posted a message on What part of using the editor do you find the most tedious?

    UI never inspired me.

    Posted in: General Chat
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    @Delphinium1987: Go

    I think DrSuperEvil means the 20-80 rule. Setting a an actor up for it is like spending 20% time to have 80% result, which is a good alternative.

    Though, I'd prefer actors to be able to affect UV offsets of the textures for additional animation.

    Posted in: Artist Tavern
  • 0

    posted a message on [Ask] How long is too long for a map ?

    Depends on the fun. For some maps 5 minutes is too long. Fun maps are shameless time killers.

    Also depends on the amount of intellectual and click work. Hour long of chess is exhausting. SC2 battles are demanding too. Some 2 clicks per minute TD's could last longer without players need a break.

    If your map is fun and easy to play, try to not exceed 1 hour much. The harder to play, the less time. If map's not fun - make another.

    Posted in: General Chat
  • 0

    posted a message on unable to upload image

    @wrasseSF: Go

    Actually, this issue seems to be fixed. Even though you still have that error message right after you import the texture, and texture won't be visible (small red/blue square instead), you only need to save the map, and the textures will appear like there was no errors.

    Posted in: Artist Tavern
  • 0

    posted a message on Why are you not setting Default Camera at 40?

    Yea, give us a screenshot to compare. Maybe your discovery is about to start a revolution in sc2, or maybe even in all gamedev!!!

    Posted in: General Chat
  • 0

    posted a message on Terrain Texture [HELP]
    Quote from Forge_User_37739087: Go

    it looks not good

    Easy! Make it look better!

    Or describe what exactly do you think is wrong and what do you want to change.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    Oh yeah, lovely water. Perfect implementation.

    Posted in: Artist Tavern
  • 0

    posted a message on YouTube Embeds Broken

    Oh crap, I do see black squares now instead of videos, but it worked well before.

    Posted in: General Chat
  • 0

    posted a message on Model Viewer Crash [Solved]

    This awkward bug can be solved by rebooting, but it should be a deeper kind of reboot. For example, when I go "shut down" in windows, it turns off, but turns on pretty fast. It's not sleep mode, not that fast. But it's a kind of reboot that is not complete. But if I chose "restart" option, it takes more time to turn on again. Deeper kind of reboot. And that last one solved the model view crash for me. No SC2 reinstall required.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [Showcase] Taylor Mouse's Models

    Good work, very oinky!

    Posted in: Artist Tavern
  • 0

    posted a message on Нужна помощь!!! Вопрос насчет анимации.

    А у тебя редактор старкрафта английский?

    Основная идея в том, что анимацию надо воспроизводить в момент использования абилки. Это делается в actor юнита. В русском редакторе это называется "агент". Там есть такое событие:

    Weapon.*.Start

    Anim bracket play Attack Attack

    Это значит, что если юнит пользуется оружием, играет анимация Атака. Тебе надо добавить событие, при котором абилка запустит анимацию. Но объяснить сложно, перевод на русский - страшный. А если у тебя английский редактор - можно объяснить.

    Posted in: General Chat
  • 0

    posted a message on Weekly Data Exercise #24 - Chinese Dragon

    @DrSuperEvil: Go

    Stuff controlled by physics (ragdolls for example) can't be controlled by anything else from the game world. For example, physics objects become unaware of their unit's position. And physics joints that ragdolls use to keep their skeletons connected can only link the bones controlled by physics objects. So, even within one model we couldn't attach physics object to model's origin.

    But there are two exceptions:

    1. Force fields do affect physics objects. So, if we can attach a magnet-alike force field actor to the model actor, and it could then hold a part of physics-based model.

    2. There's clothes physics in Art Tools present, and I think it supposed to maintain the connections between normal bones controlled by model animations and the bones controlled by physics. But I had no occasion to experiment with these.

    The only problem here is that we can't validate physics based stuff, it's completely actor side stuff. (Though, I don't know anything about some new kinetics features from lotv patch).

    Posted in: Data
  • To post a comment, please or register a new account.