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    posted a message on Weekly Terraining Exercise #115: Infested Settlement

    Take care with where you tread...

    ...you never know what's lurking in the shadows.

    Posted in: Terrain
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    posted a message on urban/base terrain. need suggestions.

    @njordys: Go

    Nice effort so far indeed.

    You could improve it abit more by making those Medivacs look like they're actually taking off or landing. You can do this by just giving them a ActorCreation.AnimPlay {Stand Work} Work PlayForever event message. The Medivacs'll play their unloading animation which looks a hell lot better than it does now where it looks like they'll just fly straight ahead. Since it's for just a cutscene it won't matter if you use units or doodads or not. For the Wraiths well...I don't know. Check their anims in the Cutscene Editor and mess around with actor messages to get the right effect.

    Alternatively, if you know how modelling works you can cut out one of the stationary unpowered Medivacs from the Space Platform Cliff Doodads that aren't broken apart.

    The transition from grass to pond and grass to pathway in the park doesn't look very natural either. I'd place some small rocks or plants around the edge of the pond. For the path, add some Ground Prop doodads to make it actually look like it's paving through the grass, instead of someone just pouring cement all over the grass and forgetting everything else.

    /end perfectionist rant

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #114: Terran Settlement

    Braxis, recolonised by the Dominion in 2502.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #112: The Death Star

    Had something in mind last week but I didn't think I'd be able to finish it in time. Since there's a long weekend coming up (hurrah for public holidays), I might be able to finish it by Monday.

    Posted in: Terrain
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    posted a message on HotS Release Date Announced

    Everything, of course.

    Kinda wish they held back on the release for maybe a month or more longer though. Melee still needs some balance tweaks that I don't think can be fixed in less than the two months left to release. i.e. TvP mech is still screwed late game and skytoss is a little broken in ZvP.

    Posted in: General Chat
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    posted a message on New Gen Consoles.
    Quote from Taintedwisp: Go

    1. Gameplay Recordings

    blops2 already has this feature, so no doubt this'll become commonplace in the future.

    Quote from Taintedwisp: Go

    2. All platforms on Blu-Ray

    "Apparently" (in other words, take it with a grain of salt) the next xbox will have Blu-Ray capability. Nintendo's still playing catchup though, so don't expect anything Blu-Ray from them anytime soon.

    Quote from Taintedwisp: Go

    3. Mod-ability

    Not going to happen. Seeing as how devs are already tightening their grip on modding (see BF3/C&C), along with DLCs becoming ever more commonplace, modding on consoles is going to be restricted to (illegal) hacks and other stuff only.

    Quote from Taintedwisp: Go

    4. No more of this motion shit

    Not going to happen either sadly. They (Sony/MS) aren't going to throw away something that attracts casual crowds.

    Quote from Taintedwisp: Go

    5. NO MORE ONLINE FUCKING PASSES

    Not going to happen. It's all about money. =P

    Quote from Taintedwisp: Go

    6. Add a new type of monetization

    As long as the ads don't become intrusive to the point where they get shoved in your face, I don't really see a problem with this. Would be another way to pay for multiplayer server costs too.

    Quote from Taintedwisp: Go

    7. a stronger web browser

    Defiantly. Console browsers are pretty pathetic compared to heck, even mobile browsers are better...

    Posted in: Off-Topic
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    posted a message on Weekly Terraining Exercise #108: Memorial

    @Kanitala: Go

    Thanks! Tried to keep things as simple as possible for this one.

    @Mozared: Go

    Lol nuclear. I was trying to make white daffodils but I guess HDR tints and haven plants don't mix XD. Ah heck, I might as well make a custom model. I'll fiddle around and see what I can do.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #108: Memorial

    Not exactly a shrine dedicated to someone specific but...here's a military cemetery.

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

    It's not like it's a direct CnP port of the model like some guy did a while back. Think it was a model of some weapon ripped off Aion or something. Valve just went into lockdown and removed it a few days...or weeks? later after they found out.

    Unless this guy also did the same, there's no precedent for a lawsuit here. You can't sue someone just because it "looks the same with minor changes".

    Posted in: Off-Topic
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    posted a message on Weekly Terraining Exercise #107: Assets (HOTS beta keys inside!)

    A little late, but here it is.

    This is a city-based terrain template aka 'New Augustgrad' (WoL Korhal City; not HotS version) template. You can use it as a melee map (although it's abit unbalanced due to its current design without balancing), LOAP, roleplay, missions, campaign or for a cinematic; you name it. There are certain areas of the map that appear to be "empty"; this is room that you can use to add whatever you want.

    Basic info:

    • Map size - 256x256
    • Total no. of doodads - 3260
    • Includes civilians and a few neutral marines. Civilians are unselectable and untargetable. Marines are not. Can be removed if you find them intrusive.
    • Waypoints are placed at the most suitable road locations if you wish to include ambient traffic (hence the lack of cars on the road).
    • You can also set up a monorail system. There are three lines, although you can add more if you want as long as they connect to the central hub.
    • Has two custom imports; just two small edits to the monorail track and solar panels. Total amounts to less than 30kb when compressed.
    • Three player starting locations. Each player has 4 bases with standard resources. No gold expansions.
    • Fully path able, including air pathing.
    • Has a basic time cycle lighting that alternates between day and night.
    • Skybox might require abit of farclip camera adjustment to show up properly ingame.
    • No adjustments to unit data, apart from the changes to the civvies, some 2x2 unbuildable rocks and custom doodads.

    EDIT: Forgot to add, if you don't like not being able to see behind buildings, simply search for Korhal Building and Tarsonis Building under the Models tab in the Data Editor and change the field Art - Occlusion to Hide.

    Posted in: Terrain
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    posted a message on HotS- Now with talking AI's!

    Well Red Alert 3 more or less let you order around AIs, so it's high time SC2 had this functionality.

    Getting those team AI achievements would be less of a coinflip per game as well.

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #105: Something Concrete

    "Welcome to Liberty City, the (self-appointed) capital of the world."

    Oh man, if only blizz made SC2 support wet terrain reflections like C&C3...

    Posted in: Terrain
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    posted a message on Warcraft 3 dependancies in HOTS?
    Quote from Vicboy: Go

    Theyll continue the WarCraft game using StarCraft's game engine. You can play StarCraft II or WarCraft IV effortlessly inside Battle.Net 2.0.

    Instead of running a shortcut called StarCraft II, it will be called Craft.

    Sounds exactly like the all-in-one platform system EA is trying to incorporate for C&C. Damn someone got ahead of me. :(

    Well, I hope they actually follow through with this. Would be nice to see some maps that don't use WoW models for once.

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #104: Fogging up

    @DeltaCadimus: Go

    You can.

    Go into the Data Editor then find the Water data type under Terrain Data. Select the water brush you're using and select none for the Beach Shoreline and Cliff Shoreline entries. Don't forget to save and reopen your map or you probably wont see your changes immediately. The GE seems a little slow when it comes to updating terrain changes in real time.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #103: Aerials

    Had to take the screenies inside the editor 'cause the siteops weren't rotating properly in-game for whatever reason.

    Oh, and the Valkyrie model's from the SC2BW campaigns mod of course.

    Posted in: Terrain
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