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    posted a message on AczChef's Client Data Assets
    Quote from aczchef: Go

    (>'-')> Hey i have alot of free time and i will be happy to do anything data spells, weapons, etc just post a comment and ill do it and post it up and i give all credit to Wingednosering for giving me this idea.I will upload a video and a map of the spell/weapon/etc. Please Just Send Me A PM/Skype to prevent clutter Skype:Aczchef Requirements for Message: I need to know if you want me to PM you the map or post it here(i will always post a video unless you insist i dont). A good enough description of what the ability does(i will ask you for clarification if it doesn't make sense) Animations if you want to choose them or else i will... mostly aura will be active crystal and damage will be feed back is what ill put in. Ability name. Organization - Organized, very organized, or my organization(very organized is suggested for people trying to learn off my data assets) Map or Mod abilities attached to specific unit or ill do zealot First come first serve People Being Worked On None Finished Assets

    PS: will touch up this Post

    I have several more to choose from if the original one does not interest you or seems too difficult. These are all on my development list and am working through them incredible slow, <- New to the tool. :) Though I am a 40 year old programmer so i will eventually get it, I just do not have as much spare time as I did when i was young. :(

    They all pertain tot eh Goliath. I am talking with some professional 3d model *makers and animators to have some "Mechs" created and once i get this all working for the Goliath I can transfer the data assets to the other mechs as well. :)

    WEAPONS (LRMS, Machine weapon, Mini Rail weapon, Flame Thrower) -Machine gun is standard barrels of the Goliath.

    -Mini Rail gun are the two barrels not yet used. They fire a FAST projectile weapon toward the target.

    -Flame Thrower is the turret under the Goliath and is used for short range.

    -LRMS 8 LRMs fire at random intervals randomly from either side upward by the angle of the model launcher and hit an apex where they drunken missile their way down/or over obstacles toward their targetS.

    RADAR -When standing Goliath has a Radar ring just like the senor tower. When Goliath is walking the ring drops a %. When Goliath is running or jumping the ring disappears.

    MECH PILOT -Mech, sorry Goliaths, start Powered down(locked in the bottom frame of “Attack” animation when they duck down before launch) and not part of a player team. -When a Infantry unit, namely Marine or Zealot, comes within contact of the Goliath the vehicle becomes active with sound affect, raising to standing position("attack" animation), and active on which ever team’s infantry unit entered.

    -Radar becomes active with a sound affect and visual of “firing up” e.g. it oscillates in visual from ON OFF and starts with a tight circle around the Goliath slowly growing to the range appropriate to the Radar Section descriptions.

    -The driving infantry unit can exit the Mech returning it to a powered down stance reversing all steps above.

    EJECT PILOT -Pilot can eject from the Mech.

    -The Eject process will destroy the Mech so the “Death” animation will play at the same time as the Death so to appear that the eject device(Ticus Eject Model) came from the broken Mech pieces. And will fly straight up out of sight with a smoke rocket thruster and smoke trail.

    -If a Pilot has ejected the player can call down a drop pod with one marine.

    WEAPON RANDOMIZATION -Each weapon has a % chance to hit target based on speed and movement of the firing mech and targeted mech.

    -LRM that do not hit their target land in some vicinity causing damage to anything in those locations.

    WEAPON AMMO -Each weapon contains a set amount of ammo. A counter is displayed on the HUD for each weapon’s ammo count

    HAHA, so much work, so much fun! I have tons more but I have already taken enough text space on your post, sorrry.

    Posted in: Data Assets
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    posted a message on AczChef's Client Data Assets
    Quote from aczchef: Go

    (>'-')> Hey i have alot of free time and i will be happy to do anything data spells, weapons, etc just post a comment and ill do it and post it up and i give all credit to Wingednosering for giving me this idea.I will upload a video and a map of the spell/weapon/etc. Please Just Send Me A PM/Skype to prevent clutter Skype:Aczchef Requirements for Message: I need to know if you want me to PM you the map or post it here(i will always post a video unless you insist i dont). A good enough description of what the ability does(i will ask you for clarification if it doesn't make sense) Animations if you want to choose them or else i will... mostly aura will be active crystal and damage will be feed back is what ill put in. Ability name. Organization - Organized, very organized, or my organization(very organized is suggested for people trying to learn off my data assets) Map or Mod abilities attached to specific unit or ill do zealot First come first serve People Being Worked On None Finished Assets

    PS: will touch up this Post

    1. Prefer PM 2. Desc below 3. Animations listed in desc 4. Goliath JUMP JET 5. Very Organized

    Goliath JUMP JETS -Goliath can execute SPELL within a distance from current location to JUMP. (spell icon small round HUD layover. -If Goliath is not facing the direction it first turns, walks, etc to the correct direction before implementing the spell. -Or the Spell can only be launched directly ahead of the Goliath ONLY( easier to do I bet).

    -Goliath does the end portion(not sure which frames) of animation “Unload End” in reverse. The outcome is to starts standing and then squats down as if preparing to LEAP, because it is.

    -Goliath then jumps toward destination spell location(without terrain limitation) implementing a slowed down “Unload End” animation in reverse. This gives the appearance of a JUMP.

    -Goliath leaves a dust cloud on the ground <an animation>, and also has thrust and smoke from under the feet while on takeoff of jump, and they decease once apex is hit.

    -Goliath slows toward apex of jump and then begins to speed back up as he falls.

    -Goliath activated thrusters, smoke, and dust again as landing on the surface with the “Unload End” animation to give the appearance of absorbing shock.

    -Goliath can be targeted by air units while in the air and only the explosion death animation would play if destroyed. -If multiple Goliaths are selected to JUMP the spell cast HUD would show up on the ground at the location in the same formation the jumping Goliaths currently stand. So they do not bunch up in the air or on land.

    -Goliath cannot land on cliff face, other units(though landing on infantry and squashing would be cool now that I think about it, LOL) but can cast into no walk chasm with an animation of falling to the bottom where it explodes.  NOTE Given this is a 60 ton vehicle its motion should resemble that in weigh and speed in relation to gravity compared to other units in the game.

    Posted in: Data Assets
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    posted a message on Play the "Unload End" animation?

    In trying to make the Goliath jump, using some jump functions found on this forum, I am trying to make the landing use the "Unload End" animation from the medivac unload. I have no idea how to play this animation?

    What I was able to do, and it looked pretty good, was play the "unload" animation but not the second part of that in the "Unload End"? Is there a reason for this? In every way i try I see the "unload" as an option but never do I see "unload end". I have even forced that specific value on an event and it still does not work.

    Am I missing something?

    Posted in: Data
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    posted a message on Tutorial Request on Movers
    Quote from DrSuperEvil: Go

    http://forums.sc2mapster.com/resources/tutorials/4855-data-customized-movers-advanced-difficulty/#posts

    Yes i read that tutorial, it was very helpful. However, it is a bit dated, and sometimes misleading. I worked for hours on one missile only to find out the post and the map example that correlated did not match in settings.

    I found i could duplicate the examples exactly but i had no direction on how to change those modifications and what to expect from making the changes.

    It was a good start but it would be nice to have an updated version with more detail.

    That all said I am very grateful tot eh chap that put it together.

    Posted in: Data
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    posted a message on Tutorial Request on Movers
    Quote from DrSuperEvil: Go

    Try reading the drunken missile tutorial on this site about movers?

    I would love to but where is it at? Searched for it and can not find it.

    Posted in: Data
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    posted a message on Tutorial Request on Movers

    After 2 weeks of frustration along with countless unanswered post I humbly request a skilled data person to do an advanced tutorial on missile movers with an example map.

    There was one I followed last weekend that taught me a lot however it was dated and much of the information has been changed and not updated as well as some posted settings just did not match what was int he map(that burned hours of time) lol.

    I read Blizzards post and learned a lot there as well but they did not post a map with examples.

    I really with data editor and a built in preview tool so i did not have to change one field at a time, save, and load SC run time to test. LOL

    I can get missiles to cork screw, and lob, and shoot straight but i have yet to get a barge of missiles to launch and look realistically random. Example: Look at the flight path of the missiles fired by a tank in this video

    Lastly I would be nice to have an intro on how it all connects together, ie: weapon to actor to effect to effect persistent to actor to mover to effect and what the role us of each in the order it is implemented into run time.

    Posted in: Data
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    posted a message on Terrain Model And tools

    Greetings,

    Sp Mission maker here. Something i enjoy as a hobby. I am 40 year old programmer and this is what makes me happy. Here was my last project: http://www.gamereplays.org/kaneswrath/portals.php?show=page&name=shaka-zulu-walkthrough

    I am now starting one for SC2 and had some questions. I have noticed that this new tool is quite more robust than the last tools I have used for other games. Normally I stick with the units, and maps(with my own modifications) to make missions but Galaxy Builder has so many other possibilities. There are a few components of the SP mission making process I am just not very good at, namely painting maps with textures to look realistic and I have no idea at all how to make units or what applications would even be used to do so. Being 40 i did not grow up in the graphical world of many of you youths, lol. SO on to my questions:

    1. If i wanted to hire a professional to make me some game units full with models, animations, and textures that blend well with the current tool where would I look? If I wanted someone local, i am surrounded by 5 colleges here in Raleigh, NC, what tool sets would they need to know? Basically if i showed them the dev tool and told them how i can extra units currently into 3dx(or what ever) I would then like for them to modify and or make new and then put into a format I can import back into the Galaxy builder.

    2. Is there any semi pro map makers here that could be hired to paint a map I designed to make more presentable? Specifically looking for someone that has proven work and can do so with regards to map lag and size when played online or offline.

    3. When it comes to cut scenes and scripting i very much prefer to do my own but i am looking for a resource for guidance on these matters. Of course I have been using this site but out side of that are there other resources? There are so many undefined fields, and outdated tutorials here that I am not finding the answer to all my questions. I am sure this will get better as the tool is used more but it does not hurt to ask. :)

    Thanks, Billy aka B8factor

    Posted in: Artist Tavern
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID
    Quote from Kueken531: Go

    @b8factor: Go

    Could you re-formulate your question? Not sure, I understand you correctly.

    If you fill in the Slot, no texture window is supposed to open.

    I was watching a video of this being done and after entering "main.diffuse" in the "Slot" the video said to then pick your diffuse texture and was looking though a window with textures. Perhaps i will try to follow the instructions again and see were i made the wrong turn. But so far i have not found a window that lists all the textures.

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Question, when i type "main.diffuse" in the "Slot" the texture window does not come up?

    Posted in: Tutorials
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    posted a message on Attachment HELP
    Quote from Kueken531: Go

    @b8factor: Go

    Have a look at the Goliath model (the data object, not the file), especially the Attachment Properties + field. It has a whole bunch of entries, for example all the weapons from 01 to 07. Each entry has tons of values, all set to -128, which equals "not used". For each of the weapons, one value has a different number, though, which is your index for the set. All of the weapons from 02-07 have their SetB value set, this way:

    Weapon 02: SetB = 0

    Weapon 03: SetB = 2

    Weapon 04: SetB = 4

    Weapon 05: SetB = 1

    Weapon 06: SetB = 3

    Weapon 07: SetB = 5

    So all these weapon attachments belong to your SetB.

    Now back to the attachment method: Base: ::RollingIndex will just use an index, which will be increased for each trigger of the driver Driver this defines, when the index should be increased, in our case for each use of the launch missile effect. Keyword: Which set should be used, in our case the SetB Offset, Multiplier: Defines, how the index starts and increases. For offset 0 and multiplier 2 it should start at 0 and increase by 2 each. Pattern Type: Bounce should count up and down again, Stripe should count up and restart at 0.

    The max number is defined by the highest used index for the slot in the model afaik.

    Not sure, why the goliath has this weird setup with tons of points, if he would just need 2. Look at the marauder or the thor for more clean examples.

    This was very helpful I have made it to work now. I also know why they have so many weapon attachments, and i am thankful they do, hehe, because it is related to what I am trying to do. I want to randomly have the LRM missile come out of the different LRM holders at different locations. The LRM holders have 3 points for this a piece, so 6 total.

    i do have another question though... Now that I have this working I want to have a smoke trail on the missiles as they fly. I found a model, "Building medium fire" which has many animations and one of them, "DEATH" is a puff of smoke. I want to attache this to the missile persistently so it keeps spawninga as the missile flies through he air. I can not seem to get it to work.

    Here is the effect of what it will look like when i do:

    Posted in: Data
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    posted a message on Immortal Attach Method
    Quote from Kueken531: Go

    I did it using 2 different launch missile effects with separate actors. One with Launch Attachment Query to Weapon Left, one to Weapon Right.

    You can actually make an alternating attachment method, like used by the marauder, but I did not really figure them out yet, so I just used 2 separate missiles.

    Could one of you post the map so I can see this? I still can not solve the same problem. When i create two effects and two actors what unit do you attach the actors to since you can only have 1 launch effect?

    Posted in: Data
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    posted a message on Attachment HELP

    Okay, the Goliath. When i look at the model I see there are 3 attachment points on the left missile area and 3 on the right. However I can not find out how they attached the missile to these points for the existing character? And to make it more difficult, when the Goliath fires the Air missiles it fires 2 single missiles at the same time one from the left and one from the right? I can not find out how they defined the missiles to come out of two different locations at the same time?

    I was able to change the amount of missiles that fire but now all 6( my new number) come out of the right side. How in the world do you define each of 6 missiles to come out of 6 attachment points as 1 weapon actor fire?

    The attachment method for Goliath is "AMPatternGoliath" but the properties on this method do not make any sense? Keyword "SET B", multiplier "2" and Pattern type "stripe" do not mean anything to me?

    Any help would be awesome!

    Posted in: Data
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    posted a message on LRM Missile launched from Goliath Mech

    I have been trying to get the Goliath to fire a pack of 6 missiles in an random launch manor (e.g. launch point varies from left to right and on each of the 6 attachment points on their LRM canisters. The attachment point currently defined is strange and I can not attach them to the actual attachment points I see in the model. The Goliath has some defined attachment point i do not understand how they make.

    No matter what i change the animation continues to launch them from the left and right simultaneously 3 times in a row for 3 sets of 2 parallel missiles heading toward the target.

    I would also like for the missiles to move in random sinuous path, each defined differently than the other, to give a random aesthetic to the missile's behavior.

    Lastly and if possible I would like to try make the missile work like this video: http://www.youtube.com/user/TheRealCodehead#p/a/u/1/0DH3HgFGhDo

    Is there a way to get them to travel around obstacles and terrain to hit their destination at a range of 4X the default range? I know the smoke con trail is actual part of the animation model but is there any built in projectiles or affects that can make the smoke linger or stretch longer?

    I know this is asking a lot, I hope there is some tutorial on this in the future, projectile weapons seem like they have a lot of manipulation tools but i can not find were all the options are defined so it is trial and error, and OH GOD does that take forever! I have just been up 12 hours attempting this and I am now scrapping the map and starting over because i have butchered so many options, LOL. I sure wish there was a log of all changes!

    Much appreciation to anyone that takes the time to figure this out and document the procedure I imagine everything i asked would take quite a bit of manipulation. :)

    -B8

    Posted in: Data
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    posted a message on Dev Questions, Likes, Dislikes, and Excitement!

    MAP MAKING QUESTIONS

    I will try not to make this a wall of text. I enjoy making SP mission maps for games. I have done so with other editors in the past and this SC2 editor is new to me. I originally did not want to switch over to it because I enjoy the graphics better in the C&C3 Woldbuilder but the population there is dying and this seems to be where it is at. A few answers and general info from some of the more experienced map makers would be appreciated.

    After a week of reading through the site, watching videos and reading posts this seems to be a pretty good editor. However I have noticed a lack of semi-professional quality SP mission maps or campaigns released. Why? Are three some fundamental problems with SP mission maps with cut scenes(whether they be in game scripting or attached videos and audio) that make publishing a map difficult? Can you publish a large map outside of battlenet?

    Is there a way to save data from one map to use in another for a real campaign? I read up on banks so it seems like there is but I have not found any real implemented campaigns to test whether it actually works in a real implemented solution.

    Is there any fundamental issues with the builder to overcome in producing a *semi-professional map? *What I mean is a large very scripted map with at least an hour of high quality scripted cut scenes or imported videos and audio to tell the story?

    I think that is about it for high level questions, I am just trying to gauge the readiness of this tool for real development effort. Having said that I have no doubt that it is amazing I am just not confident yet that it is ready for full blown development. I am cautions moving forward because deciding to take on a large project is a huge investment of time and at 40 I do not have much time to waste, LOL.

    LITTLE ABOUT ME

    I am a professional programmer that enjoys making SP mission on the side. My last project was quite fun and gained some acclaim from EA and GameReplays:

    EA portalise: http://portal.commandandconquer.com/portal/site/cnc/article/detail?contentId=a077ddd4852c1210VgnVCM100000100d2c0aRCRD

    GameReplays portalise: http://www.gamereplays.org/kaneswrath/portals.php?show=page&name=kanes-wrath-single-player-map-shaka-zulu

    GameReplays Walk through, dev notes, and interview: http://www.gamereplays.org/kaneswrath/portals.php?show=page&name=shaka-zulu-walkthrough

    C&C3 and STARCRAFT 2

    I very much enjoyed the output of C&C3 Worldbuilder, however the tool itself was a nightmare! I am looking forward to SC2 editor from what I have read. It looks to be much more supported and stable, though I cannot speak for personal experience yet. 

    What I will miss about the C&C3 engine is it more realistic graphics and feel in regards to cut scenes. See example:

    I have many more examples on my You Tube site. The unit animations are smoother with more depth in their interaction with the map such as the tank’s treed marks and dust created from movement. The death animations and damaged unit graphics are stunning. So far in SC2 the deaths are evanescent with a simple unrealistic explosion to replace the unit.  I imagine some of this is their “style” and some can be contributed to more focus on multi player and competiveness gaming along with larger support for a variety of PC configurations. I cannot blame them for that they do know how to create a population but never the less I will miss the graphics of C&C.

    I will also miss the air units mechanics of the C&C world. I believe they are more in parallel to reality than the way SC2 implements things. SC2 air units are simply ground units that hover and have no terrain limitations. Their animations are dull and they play less of a supportive role than air units normally would. But that being said I do LOVE the Banshee. 

    In the C&C world the air units are very paralleled with their role in today’s military. They are support units for tactile striking, can be summoned for strategic targets, are quick yet limited with fuel and armament. They also are not as nibble because of their speed and have large turning radius that can work against them. I love how the C&C folks implemented their mechanics to fit these roles in both use and weaknesses. Plus their animations in con trials, smoke, hovering, and deaths is amazing!

    Lastly I will miss the structure animations in regards to the immersion they offer for both multi and single player. I would say especially in SP as when making cut scenes it is awesome to have tanks actually come out of an opening garage and into the world instead of them just magically appearing next to the building. The same goes for infantry exiting a opening door on a barracks or aircraft either taking off and landing on an airport or rising from a opening hanger. These little things add so much immersion to a scene when trying to tell a story. I am unsure why SC2 decided not to implement these types of things as other RTS games do, perhaps it is also because the focus is competitive e-sports gaming and simply adds more overhead to the game?

    Enough of the complaints and on to the upside! Population and support… holy cow the Mapster web site and the tutorials blizzard has been releasing have been amazing! SC2’s population is far larger than C&C and I hope that also equates to more people enjoying a mapster’s hard work! The ability to insert videos and audio into a map is incredible! I have not seen it yet but I know it will come but it seems like you could use other maps to create videos and record and them add into your Sp mission map as video to tell help tell a story. For instance a scene of a space station showing a departing BC on its way to your destination for support. I am excited to try to implement these types of things.  Even though C&C does a good job with animations and such SC2’s infantry are very polished. I love the marine! Such detail for such a tiny unit!  Oh that reminds me no more dealing with “squads” that the C&C games implement. I have never like that mechanic. Now every single tiny unit is its own unit for control, as it should be, Hehe.

    Thanks everyone, in advance, for any answers, guidance, advice, and etc for using this tool.

    -B8factor

    Posted in: General Chat
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