I haven't been here for awhile and I have to say that joecab's showing of some originality, nice usage of lighting to. Also, Hei Wargirl, dropped by to pay a visit! I like how you grew that market and congratulations to your girl for that good idea you taught them well XD!
Regarding the increase in moders while the game's coming of age draws closer.
The thing is it takes time for development to happen, while people are losing interest in the game, modders gain interest. SC2's fate will be similar to wc3's, the game will eventually be a walking zombie, let's not say dead as the community of artists and a few nostalgiacs will keep it going. At some later point in time there will be a couple of people attempting to make something outrageously outstanding for a game that overstayed its welcome. For starcraft 2 it's happening sooner but the death rate is also a lot faster.
Another thing I want to point out is the complexity of the sc2 engine which isn't really something you can learn about at the snap of a finger and what I mean here is the advanced stuff like ambient occlusion, shadow mapping, parallax, using projectors, physics, etc, which seriously takes some time and commitment to get used to regardless of the obvious lack of information and tutorials (tutorials which are under development). As a terrainer, modeler and game artist I can safely say that sc2 is a powerful game with vast capabilities for a RTS.
Editaj: As a post apocalyptic predicament, the sc2 sites that won't be sc2 actively related will become dating sites for nerds and people with other sexual tendencies, you will mostly see threads like "Picture/Photo Thread - pictures of yourself or, What would you date?". I am not exaggerating as I come from such a place :P also how I found my dumpling! : D
This is unique! I wouldn't miss something like this. It looks awesome, everything in it does, even the technical part seems well made. PSI MARINE!? Wow! Unfortunately I can't try it out because my internet is slow at the moment :(
So what did you do here, you cut out a lot of the cameras far view and use lots of fog to mask that? I am asking because I can't test the map to see.
A stupid question; How do you add a horizontal fog, not vertical?
Disable the terrain as in hide it from the game via "hide environment - terrain trigger! It will make the map run faster and better. The terrain is made out of thousands of cells which slow down performance even if its flat because it is rendered in the view. You won't notice it on a good PC but on a weak machine it is noticeable alot and since this is online play it will improve the game speed.
Ok mister I am definitely impressed! I would like to learn from you map sometime, the way you made the collision intrigues me alot, walking under platforms, how is that done?
This looks impressive! But I have to agree to the fact that sc2 is not really suited for fps and I am saying it because I am attempting a fps myself. I can clearly see the limitations but I still attempt it. I am not trying to argue or prove anything, as I actually think that nothing is impossible, it's just harder with sc2, I suggest you read the blasphemies on my thread! X)
Some questions, do you use actuall physics? Did you disable the terrain in this?
Just some images, my best attempt to make something visually appealing in sc2! I'm kinda upset I can't solve the optimization problem. The more I pump the map with models the harder it is on the performance. Works very well on medium shaders but it slows down on high and above. It's not like the one you get with the sc2 terrain it's still playable but a bit more slow. No problems starting from dual cores and a bit more ram, yeah my PC sucks!
Don't expect much this is just for show, made some light rays with bilboards and they semi work in game, might need to trigger them, they also add to the lighting.
By playing with the depth of field you can see the way it works :S!
I forgot to mention that because I am running out of time I add a bunch of rips; props and some trees + buildings reskinned to improve production time, the rest is done by me. For the sake of this project I will give credits to the creator, the resources are free to use according to him.
I have one problem with swapping of models from high to low, it still lag because I used a periodic event every 1 seconds of game time. I am unfamiliar with the sc2 triggers, after searching for 2 days I couldn't find a condition or something to prevent the action from happening all the time, constantly. I am hoping someone can figure this out. The system work the following way; I made a sphere in 3ds max, with 2 models, one high and one low. It has 2 animations, stand and spell. Stand will be the High quality while spell will hide the HQ and sow the low quality and basically that is all there is to it, the model swaps animation in a specific camera distance. Because of the 1 sec event even the animation gets restarted and it's really a problem with animated trees, their animation will stop and repeat halfway which is why I need a condition that deactivate the timer while the camera distance from the object has been reached so it will be only one time. The reason I made a periodic event is because I need it to constantly update while the camera moves closer or away from the objects.
There is another triggers there that hides details like grass and rocks it works the same way only it does not require any model animation, that one works fine so ignore it, the object of interest is the sphere.
For more info on what I want to do visit my thread and download the map! I seriously need help and I don't intend to give up!
Hellsing Mod SC 2
I have one problem with swapping of models from high to low, it still lag because I used a periodic event every 1 seconds of game time. I am unfamiliar with the sc2 triggers, after searching for 2 days I couldn't find a condition or something to prevent the action from happening all the time, constantly. I am hoping someone can figure this out. The system work the following way; I made a sphere in 3ds max, with 2 models, one high and one low. It has 2 animations, stand and spell. Stand will be the High quality while spell will hide the HQ and sow the low quality and basically that is all there is to it, the model swaps animation in a specific camera distance. Because of the 1 sec event even the animation gets restarted and it's really a problem with animated trees, their animation will stop and repeat halfway which is why I need a condition that deactivate the timer while the camera distance from the object has been reached so it will be only one time. The reason I made a periodic event is because I need it to constantly update while the camera moves closer or away from the objects.
There is another triggers there that hides details like grass and rocks it works the same way only it does not require any model animation, that one works fine so ignore it, the object of interest is the sphere.
The fps camera triggers are taken from the generic fps\tps maps.
To activate have Num Lock on
Page up\down to go in to tps\fps
Right pad 1 and 2 for tps\fps mode (To see the effects of the LOD triggers better, go in to fps mode 2!)
Was Stuck?! I was almost about to say I am still stuck!!! Hellz No, I found the solution for the LOD problem! : ))))))))))))))))))))))))
I appreciate the help so far and if there is someone still thinking about it there's no need anymore :D
In the meantime, do to me having no time I'll just post some random pictures.
0
I haven't been here for awhile and I have to say that joecab's showing of some originality, nice usage of lighting to. Also, Hei Wargirl, dropped by to pay a visit! I like how you grew that market and congratulations to your girl for that good idea you taught them well XD!
0
Is this still alive, I'm wondering?!
0
@Bounty_98: Go I sent a PM! I am interested if there is something I can be of use with.
0
This looks interesting! As I am generally a busy person I will leave my contact here, you can find me on Deviantart http://tobyfredson.deviantart.com/ and here's my gallery with SC2 related material to http://tobyfredson.deviantart.com/gallery/. Regarding Sc2, you can find what I was working on here http://www.sc2mapster.com/forums/resources/project-workplace/64151-hellsing-mod-sc-2/?page=3#p53ellsing-mod. I am a terrain artist more than anything else so if you need something just contact me in any form and we can negotiate!
0
You should really post them on youtube, my PC can't handle it!
0
Just came to say good luck to my dumplings ^_*
0
Regarding the increase in moders while the game's coming of age draws closer.
The thing is it takes time for development to happen, while people are losing interest in the game, modders gain interest. SC2's fate will be similar to wc3's, the game will eventually be a walking zombie, let's not say dead as the community of artists and a few nostalgiacs will keep it going. At some later point in time there will be a couple of people attempting to make something outrageously outstanding for a game that overstayed its welcome. For starcraft 2 it's happening sooner but the death rate is also a lot faster. Another thing I want to point out is the complexity of the sc2 engine which isn't really something you can learn about at the snap of a finger and what I mean here is the advanced stuff like ambient occlusion, shadow mapping, parallax, using projectors, physics, etc, which seriously takes some time and commitment to get used to regardless of the obvious lack of information and tutorials (tutorials which are under development). As a terrainer, modeler and game artist I can safely say that sc2 is a powerful game with vast capabilities for a RTS.
Editaj: As a post apocalyptic predicament, the sc2 sites that won't be sc2 actively related will become dating sites for nerds and people with other sexual tendencies, you will mostly see threads like "Picture/Photo Thread - pictures of yourself or, What would you date?". I am not exaggerating as I come from such a place :P also how I found my dumpling! : D
0
This is unique! I wouldn't miss something like this. It looks awesome, everything in it does, even the technical part seems well made. PSI MARINE!? Wow! Unfortunately I can't try it out because my internet is slow at the moment :(
So what did you do here, you cut out a lot of the cameras far view and use lots of fog to mask that? I am asking because I can't test the map to see.
A stupid question; How do you add a horizontal fog, not vertical?
0
Yeah I like the map cool stuff!
Disable the terrain as in hide it from the game via "hide environment - terrain trigger! It will make the map run faster and better. The terrain is made out of thousands of cells which slow down performance even if its flat because it is rendered in the view. You won't notice it on a good PC but on a weak machine it is noticeable alot and since this is online play it will improve the game speed.
Ok mister I am definitely impressed! I would like to learn from you map sometime, the way you made the collision intrigues me alot, walking under platforms, how is that done?
0
This looks impressive! But I have to agree to the fact that sc2 is not really suited for fps and I am saying it because I am attempting a fps myself. I can clearly see the limitations but I still attempt it. I am not trying to argue or prove anything, as I actually think that nothing is impossible, it's just harder with sc2, I suggest you read the blasphemies on my thread! X)
Some questions, do you use actuall physics? Did you disable the terrain in this?
0
Just some images, my best attempt to make something visually appealing in sc2! I'm kinda upset I can't solve the optimization problem. The more I pump the map with models the harder it is on the performance. Works very well on medium shaders but it slows down on high and above. It's not like the one you get with the sc2 terrain it's still playable but a bit more slow. No problems starting from dual cores and a bit more ram, yeah my PC sucks!
Don't expect much this is just for show, made some light rays with bilboards and they semi work in game, might need to trigger them, they also add to the lighting.
By playing with the depth of field you can see the way it works :S!
I forgot to mention that because I am running out of time I add a bunch of rips; props and some trees + buildings reskinned to improve production time, the rest is done by me. For the sake of this project I will give credits to the creator, the resources are free to use according to him.
0
I have one problem with swapping of models from high to low, it still lag because I used a periodic event every 1 seconds of game time. I am unfamiliar with the sc2 triggers, after searching for 2 days I couldn't find a condition or something to prevent the action from happening all the time, constantly. I am hoping someone can figure this out. The system work the following way; I made a sphere in 3ds max, with 2 models, one high and one low. It has 2 animations, stand and spell. Stand will be the High quality while spell will hide the HQ and sow the low quality and basically that is all there is to it, the model swaps animation in a specific camera distance. Because of the 1 sec event even the animation gets restarted and it's really a problem with animated trees, their animation will stop and repeat halfway which is why I need a condition that deactivate the timer while the camera distance from the object has been reached so it will be only one time. The reason I made a periodic event is because I need it to constantly update while the camera moves closer or away from the objects.
There is another triggers there that hides details like grass and rocks it works the same way only it does not require any model animation, that one works fine so ignore it, the object of interest is the sphere.
For more info on what I want to do visit my thread and download the map! I seriously need help and I don't intend to give up! Hellsing Mod SC 2
0
A sample of the fps
I have one problem with swapping of models from high to low, it still lag because I used a periodic event every 1 seconds of game time. I am unfamiliar with the sc2 triggers, after searching for 2 days I couldn't find a condition or something to prevent the action from happening all the time, constantly. I am hoping someone can figure this out. The system work the following way; I made a sphere in 3ds max, with 2 models, one high and one low. It has 2 animations, stand and spell. Stand will be the High quality while spell will hide the HQ and sow the low quality and basically that is all there is to it, the model swaps animation in a specific camera distance. Because of the 1 sec event even the animation gets restarted and it's really a problem with animated trees, their animation will stop and repeat halfway which is why I need a condition that deactivate the timer while the camera distance from the object has been reached so it will be only one time. The reason I made a periodic event is because I need it to constantly update while the camera moves closer or away from the objects.
There is another triggers there that hides details like grass and rocks it works the same way only it does not require any model animation, that one works fine so ignore it, the object of interest is the sphere.
The fps camera triggers are taken from the generic fps\tps maps.
0
Was Stuck?! I was almost about to say I am still stuck!!! Hellz No, I found the solution for the LOD problem! : )))))))))))))))))))))))) I appreciate the help so far and if there is someone still thinking about it there's no need anymore :D
In the meantime, do to me having no time I'll just post some random pictures.
0
Not unless I solve the problem, it's holding me back : \