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    posted a message on Hello

    @Newbie4life: Go

    Nice :) You have a good sense of building landscapes of segments that feel like they belong together. A good tip is to rescale the models. You can do this with doodads very easily. Just plus numpad+ and numpad-. You can also select an item and press enter to open up its menu. This can make things feel a lot more "alive". Try scaling trees in different ways, as an example.

    Also, you can compose your own palettes of terrain. The default sets are well put together, but mixing them can make a map really stand out. You can replace any terrain texture slot by entering the map/terrain texture (?) options.

    Keep it up :)

    Posted in: Terrain
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    posted a message on Global Play & Publishing available

    When is this wonderful thing going official? On their global play blog there is no mentioning of a date.... ?

    Posted in: General Chat
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    posted a message on Game attributes

    Im using game attributes to give players the option to load different bankfiles/profiles before launching a game. It seems to be a bit unstable. Sometimes it works and sometimes it does not. Is there some known caveat that I should know about? I tried deleting the attributes and recreating it, but it still wont work. Im retrieving the players choice with a switch on the attribute choice of the player. It then converts it into an integer which is used in the rest of the game code.

    Map where it works (EU): Hometown [HercMerc] Map where it wont work (EU: Taintarian Gasfields [HercMerc]

    Is there some known caveat that I should know about? Like the issues with bank preloading - they always have to be put early in the code.

    I posted this on the EU forums at battle.net but the response there is not exactly massive :S

    Posted in: Triggers
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    posted a message on Making a custom ground decal

    @EchoedRequiem: Go

    I'm not sure if I understand what you are trying to say :)

    Posted in: Artist Tavern
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    posted a message on Making a custom ground decal

    I see my old post seems to have a life on its own!

    I managed to make a decal in the way I was talking about. It wont project onto the ground - so if the terrain is curved... well the decal stays flat. If you want curved decals i guess the easiest way is to replace the existing decals with higher resolution images and then scale them up. perhaps the m3 exporter is now advanced enough to manage projections... i dont know.

    Posted in: Artist Tavern
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    posted a message on two general questions about the editor

    1. No, try playing the Crimson Moon campaign. It has all the functionalities you would need. 2. You dont upload the single player campaign on battlenet. You upload it here or somewhere else. People then play it by opening it up in the editor. Since you dont want the players to see the map before they play it, you could do like the guy behind Crimson Moon, and have a map that functions as a launcher for the rest of the maps (it has 10 buttons which you launch other maps with)

    Posted in: General Chat
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    posted a message on Max Data Threads?

    If the buildings are not loaded onto the map at start (placed there by you) they are not preloaded. This means that when a new type of unit or building is entering the game, its assets have to be loaded into the game while the game is running. This could be a cause for lag. There is a action that preloads the units you will be spawning. At least this is how I understand that it works... Perhaps Blizzard have optimized the system now. Its worth a try at least.

    Posted in: Data
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    posted a message on Starcraft: Rebirth of the Swarm Full-Length Machinima (Released!)

    Really great entertainment! Nice to see a sc short movie/trailer that does not involve mega-heroes and cheesy romance - just pure war & battle drama :D

    Posted in: Project Workplace
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    posted a message on Is a top-view multiplayer "shooter" possible in sc2?

    No matter what kind of triggers you are using a full 12 ppl game generates a lot of traffic. A couple of times all input from all players are shared between the computers, who then calculates the next world state. In this way everyone is running the same exact copy of the game.

    Posted in: General Chat
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    posted a message on Crimson Moon (Single-player campaign)

    @EivindL: Go You could make a unit load check before spawning more units. Simply check how many units the owning player has (its supply count) and only spawn more of its less then 50 or so. Then it will never overload and become 100s. If you want to make the experience more intense for the player, either by using a drop-pod or "underground" spawn (construct it underground - dig up - attack). That looks way better than just spawning them :)

    Posted in: Map Feedback
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    posted a message on December 21st

    Im more afraid of end-of-world-nutjobs then a end-of-world-event itself...

    Posted in: Off-Topic
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    posted a message on December 21st

    Same procedure as every year, dear: mapping, stressing and filling my belly with cakes!

    Posted in: Off-Topic
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    posted a message on BarCraft - A Card Game Mod

    Ive been wondering why there has not been more card/board games made using the engine! Looks really nice, I hope it will be released on EU servers too ;)

    Posted in: Project Workplace
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    posted a message on Dota 2 A lawsuit waiting to happen?

    @Mozared: Go

    As far as I can tell, Blizzard wanted to have the rights for DOTA, as did Valve. However, since none of the companies had "created" it themselves, none of them got the total rights for it. I think Valve decided to keep the name DOTA while Blizzard went down the road of Blizzard Allstars. But this is legal stuff and i dont understand it well enough to claim that im right :)

    The settlement did not include the models however, so thats a different thing. Some of those models are very similar. Problem is that many of those characters/models are a bit too common in games. Who was first? I also think you need some form of pattern protection thingy to protect models, but im not sure...

    Posted in: Off-Topic
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    posted a message on Monthly(ish) Triggering Exercise- Beta Key Editon

    @cgsource: Go

    Thats a fantastic job you did there! The jetpack engine would have been an entry on its own, but the level/script editor is where you are breaking new ground :D Are you pursuing a career in gaming?

    Posted in: Triggers
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