Apart from giving regen to Undead units, it also changed the blighted terrain to the base cliff tile. So if you blighted a tile that used Ashenvale Grass, it would become Ashenvale Dirt after you built over or dispelled it. Unless you use triggers to change the tiles, I'm not sure if this can be done with just data alone.
Of course this is all just nitpicking though. Not a big issue.
Thanks, but it's actually on the highest settings. The lighting is supposed to resemble the kind of sunlight that you would get with an overcast day, but I guess I must've set the specular settings too low, hence why the rocks seem poorly textured.
Haven't finished filling the map yet, or changing the lighting/skybox for that matter, but here's a quick screenie (hopefully I can finish it before the deadline!).
Bear in mind that this is still a very, very early WIP:
@Maxsvard: Go
Nicely done. Keeping it small and simplistic eh.
It honestly looks like something you'd find from one of the earlier Final Fantasy games.
Is it possible to add reference points for more than one turret? If it's not possible, are there any other alternative methods? For example, does TurretY/TurretX also work alongside TurretZ?
I know a workaround can be made for this in Data by using hardpoints on the model, but I'd rather keep it confined to just models if I can.
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@Gorandor: Go
Apart from giving regen to Undead units, it also changed the blighted terrain to the base cliff tile. So if you blighted a tile that used Ashenvale Grass, it would become Ashenvale Dirt after you built over or dispelled it. Unless you use triggers to change the tiles, I'm not sure if this can be done with just data alone.
Of course this is all just nitpicking though. Not a big issue.
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That's pretty damn impressive for just an alpha.
How do you plan on implementing Blight though? As far as I'm aware, no one has succeeded yet [citation needed].
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@joecab: Go
Thanks, but it's actually on the highest settings. The lighting is supposed to resemble the kind of sunlight that you would get with an overcast day, but I guess I must've set the specular settings too low, hence why the rocks seem poorly textured.
@Mozared: Go
I used the Zerus Water Plants doodad with a custom texture since tinting didn't work out so well.
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Welcome to Halcyon...
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@joecab: Go
As always. ^^
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That night time Korhal Platform Skybox looks awesome.
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The models need to have a bounding sphere wrapped around the model or they won't be selectable without drag-clicking.
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Make sure the weapon is a Strafe (CWeaponStrafe) type weapon.
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Still WIP but here's a quick screenie for now:
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Patrolling along an Aegean cove...
Sigh, if only 512x512 maps were possible. Making epic rolling hills are impossible with such small dimensions.
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Haven't finished filling the map yet, or changing the lighting/skybox for that matter, but here's a quick screenie (hopefully I can finish it before the deadline!).
Bear in mind that this is still a very, very early WIP:
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@Maxsvard: Go Nicely done. Keeping it small and simplistic eh. It honestly looks like something you'd find from one of the earlier Final Fantasy games.
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Mozza-kun is not impressed.
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Cheers guys, I'll look into it.
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Is it possible to add reference points for more than one turret? If it's not possible, are there any other alternative methods? For example, does TurretY/TurretX also work alongside TurretZ?
I know a workaround can be made for this in Data by using hardpoints on the model, but I'd rather keep it confined to just models if I can.