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    posted a message on [Request] DuGalle/SC1 SCV

    Sorry for changing the subject, but I have a problem with the textures of Thrikodias's model and maybe you can help me...

    What am I doing wrong?

    Posted in: Art Assets
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    posted a message on [Misc] Text Styles (75% done)

    Sorry for the necrobump. But I've finished this...

    1245 styles attached in 1 picture (Its height is of 4mb =S).

    I've detailed wich styles I'm completely sure that are centered.

    Posted in: Tutorials
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    posted a message on [Request] DuGalle/SC1 SCV

    Hi.

    I was wondering if changing the clothes of a portrait (keeping the animations) is possible. Because there's a civilian that could fit in DuGalle's portrait if he weren't dressed like he is...

    This is what I mean:

    Loki

    +

    Civilian male 11

    ----------

    DugalleReal Du'galle

    Can somebody make it, or recommend me a tutorial to learn to make it?

    EDIT: Solved! Thanks SoulFilcher. I've found Thrikodias's portrait

    http://www.sc2mapster.com/assets/dark-protoss/files/74-dugalle-portrait/

    Posted in: Art Assets
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    posted a message on Triggering the event after the change the ownership of units

    I don't know if this is your problem, but every trigger has to have an event to be triggered (or be called from another trigger).

    If you place a condition in a new trigger and don't say to the trigger when to check that condition, it will never do that.

    So, if you want to activate the trigger if that condition is true, you should create a periodic event to check that condition each while.

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #126: Lake

    Here's mine.

    Not very produced. I was just playing around with the lighting...

    Posted in: Terrain
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    posted a message on Sc2 Campaign Co-Op

    I'm working on one. But it's not an easy task and I don't believe that it's going to be done shortly. If I had testers/somebody to help me fixing bugs and designing the AI, I could maybe launch some maps of it that are already advanced in their construction...

    EDIT: Sorry, I missread. I've missed the part where you where saying you wanted a remake of the original campaings. Mine as TwoDie says is my own created.

    Posted in: Map Suggestions/Requests
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    posted a message on Which textures look better?

    @Amaroq64: Go

    If you feel you're short of options, you can always replace the textures that you don't use for another platform textures.

    About your question... I liked more the first screen.

    Posted in: Map Feedback
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    posted a message on Weekly Terraining Exercise #124: Dual Wielding

    @Kanitala: Go

    It's made with the standard mods. There aren't custom units/doodads/models

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #124: Dual Wielding

    Well... Here it is.

    I warn you... It's an absolute chaos.

    http://i.imgur.com/yIZs3dUs.jpg

    http://i.imgur.com/UG7UQk1s.jpg

    http://i.imgur.com/Ri6u4XUs.jpg

    http://i.imgur.com/lITAyvYs.jpg

    http://i.imgur.com/UG7UQk1s.jpg

    http://i.imgur.com/tZnHnyfs.jpg

    http://i.imgur.com/EiEebY3s.jpg

    http://i.imgur.com/cBVs2NXs.jpg

    http://i.imgur.com/17V3Lh5s.jpg

    @JacktheArcher: Go Feel free to use it... You'll have to remove all the units before your PC explodes :P. It's extremely heavy

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #124: Dual Wielding

    What kind of doodads can I use on the rock cliff walls?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #124: Dual Wielding

    The map is getting ready for an epic battle =D. Where should i change the decoration? I feel it too charged in some places and too empty in others...

    Preview

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #124: Dual Wielding

    New update. I believe that I won't add anything to the ship. Now I'll start with the platform.

    Ship1

    Ship2

    Ship3

    Ship4

    Ship5

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #124: Dual Wielding

    Nice ideas!

    I took both recomendations. Now it's flying. I have to manage a little better the space to make a bigger platform, Maybe make a Zerg/Hybrid invasion on it and a protoss fleet joining the battle.

    Ship1 Ship2 Ship3

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #124: Dual Wielding

    Here's my try... It's just a sketch

    PShip1

    PShip2

    PShip3

    A Protoss ship arriving into a terran platform. It uses Braxis Alpha/Daelam Arch as textures. I'm thinking in placing a small Protoss settlement in the top-right of the map and still have to add the dodoads/combine the textures a little bit more.

    Posted in: Terrain
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    posted a message on [misc] Ingame videos

    EDIT 2016/08/26

    I've created a portrait model that simplifies the process of creating videos. Check it out.

    It's not needed to split the audio from the video. The video textures also play a sound.

    Hello mapmakers!

    I'm making a tutorial where we can learn how to add a video to be watched ingame. It is based in a post made by the user progammer, but I've simplified it to make it work with only a trigger and added to the tutorial the process of converting and normalizing the video.

    What are we going to do?

    We are going to make a texture with the video we have chosen, and apply it to a unit (more specifically the unit “SM - Mar Sara - Bar - Briefing - Center”). Then we’ll create, apply and lock a camera focused on that unit until the cinematic is complete.

    How do we start?

    The first thing we need is a “.ogv” video to import into the editor with the menu import (F9). In my example, I have downloaded the “Brood War” cinematic from youtube with Vdownloader and converted it with the same program to “.mpeg”.

    Tut1

    How do we convert the video to “.ogv”?

    The program ffmpeg2theora is free and open source. It can be downloaded from the link of the previous sentence.

    After downloading it, we’ll change its name to “converter.exe”, place it in the same folder of our video and open a Command prompt. In it we must go into the mentioned folder and run the script:

    converter.exe --nosound “the name of the video.mpeg”
    

    http://i.imgur.com/x93pa6Q.png

    Now a video with the extension .ogv will be created in the same folder. Notice that the new file has no sound. That’s because we can’t add sound to a texture.

    http://i.imgur.com/aLjgkeq.png

    IMPORTANT: The filename must start with the prefix "video_" and must not have more than one word or this won’t work. I’ve renamed it in the example to “Video.ogv (it works too)”.

    What do we do with the sound?

    The sound must be imported separately. We can use the program AoA Audio Extractor.

    It is not complicated to use… We have to open it, click on “add files”, select the original video, and click on start. It will do the rest.

    http://i.imgur.com/qk2eAyj.png

    IMPORTANT: The filename must start with the prefix "audio_" and must not have more than one word or this won’t work. I’ve called it in the example “Audio.mp3”.

    Now we have the video and the sound. Let’s go to the editor!

    In it we will create a new map including the dependency of WOL, and its campaign data.

    http://i.imgur.com/lJ7NZN4.png

    How do we import the video and the audio?

    We go to the import tab (F9) and “right click on the white space - > Import files (ctrl + I)”. We only have to select the .mp3 and the .ogv files.

    http://i.imgur.com/EkOKM9y.png

    We have to save the map now, or the imported items won’t be recognized.

    What do we do with those files?

    We need to create a texture and a sound with the data editor. For that we press F7 or open it with our mouse. We click on the tab with the sign “+” and open the tabs “textures” and “sounds”.

    http://i.imgur.com/ebe6ztt.png

    We will create a new texture right clicking near the list of all the existing textures, and name it Video.

    http://i.imgur.com/AH0rN8Q.png

    We`ll replace the field File, with the video file we’ve just imported to the map.

    http://i.imgur.com/rLP1kLt.png

    Now we have to make something similar with the sound. We will create a new sound and copy it from some random music file from the campaign.

    http://i.imgur.com/gULl6Xv.png

    We will replace the sound assets with our imported audio.

    http://i.imgur.com/0I6OpQi.png

    We’re done with the data. Let’s go to the terrain

    We’ll place a point somewhere in the terrain and make a camera focused on it. We will set the “distance” to “0,2693”; the “Far Clip” to “5”, the “target - Z” to “0.7698”, the objective X and Y to the exact position of the point, and the “pitch” to “0”.

    http://i.imgur.com/noBillo.png

    That’s all we need. Let’s go to the triggers.

    The first thing we have to do is create a trigger with the event “map inicialization”. We must set the game speed in normal, and block it. If we don’t, the video will play above the desired speed. For that we have to create an action “Set game speed – Normal” and another “Lock game speed – true”.

    Then we need to start the cinematic mode, reveal the entire map, and destroy the user interface and the environment. We have to make the actions “Cinematic Mode – true”, “Reveal area – Entire map”, “Show/hide terrain cells – Entire map”, “Hide environment -All” “Silence environment –All players” and “Pause soundtrack – All players “)

    First we have to calibrate the screen. We’ll add the sound later.

    We’ll apply the camera, create the unit “SM - Mar Sara - Bar - Briefing – Center” in the point we placed and assign the texture with the video for it. We have to add the actions “apply camera info – the camera we created”, “Create unit – (SM - Mar Sara - Bar - Briefing – Center) – the point we created –orientation of 130 degrees”, and “Play movie texture on unit actor – Last unit created – Video”.

    Our trigger should look like this:

    http://i.imgur.com/W5LTc3q.png

    EDIT: I've realized that there's a essential action that doesn't appear in the screenshot: The video fps setting. If it's not set, it's highly possible that the video gets outsynced with the sound.

    For that, we have to make a new action called "send actor message" to our dummy unit completing the following fields like these items:

    • Message:"Texture video play"
    • Slot: "video"
    • fps: the .ogv file's fps.

    Let’s test the map (F9) The video looks a little outcentered...

    http://i.imgur.com/Sw3wec9.png

    This is easy to solve! We have to go to the terrain editor, and try diferent “X objectives” for the camera we’ve created. In my case, I have to change the X from “16” to “15.907”.

    http://i.imgur.com/FsDT3Ch.png

    The video already looks good. Let’s add the sound.

    In the trigger we simply have to add an action that plays the sound imported. It is “play sound – Audio – all players”.

    Here is the big problem of the video rendering inside Starcraft: the audio plays faster inside the game, so we have to reduce its speed to synchronize it with the video. In the few videos I’ve tested, I had to slowdown the audio speed in a 5,4017% to sync it. For that I’ve used the program Audacity.

    http://i.imgur.com/JyvxIKP.png

    http://i.imgur.com/m4lcGHm.png

    After changing the speed, we should export the file from audacity (file -> export) with the extension .mp3 (save as -> mp3) and import it replacing the previous file in the galaxy editor.

    If you test it and it’s still desynchronized, you should remove the action that activates the cinematic mode in the triggers and take note of the moment when the audio finishes watching inside the game’s clock.

    http://i.imgur.com/TS9Y67D.png

    http://i.imgur.com/l6Gz2hw.png

    For example, if the sound ends at 229 seconds, when it should end at 234, we can deduce that the game reduced the audio duration in approximately 2% (229/234). So, we have to make the sound file last around 239 seconds (because 234/239 is approximately 2%). If we do it, the sound will play 2% faster, and will have around 234 seconds of duration.

    If you have any doubt, feel free to ask it. I've uploaded 2 maps. One has the introductory cinematic of starcraft and the other the one of starcraft: brood war:

    Link Removed: http://www.mediafire.com/?lyeluanro32ake2

    Link Removed: http://www.mediafire.com/?hdb2tyfuta8qpu3

    Posted in: Tutorials
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