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    posted a message on [Video] Battlefield Egypt - Collision and Cover Demo

    A simple question...

    What happen if you shoot "over" a object that have collision? I mean... SC2's object collision is 2D.

    Or do you use regions?

    Posted in: Project Workplace
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    posted a message on Concept ORPG [New video]

    nice...

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    I found the clip from Unreal

    Embed Removed: https://www.youtube.com/v/GhKyZtrYNU4?fs=1
    Quote from Gorandor: Go

    Since there is ModCraft this evening ... If you want to, we could put it up on the Stream. Might be cool to show people and also to remind them again why Scale etc. is so important in Level Design ;) More analytic approach than playing ^^

    Could be arranged...

    Quote from Robeezy: Go

    Wow this looks so good! How did you manage to do the indoor spaceship?

    That is one of the "SM" models

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)
    Quote from kimoss90: Go

    cant wait to play it :d

    a not imp. question have you made an auto save game system?

    We have talked alot about it but we have not made it yet since we are not quite sure how it should work. If it should be the player that should be able to hit "save", if we should add sections that toggle a save or include some save objects. But you bet this stuff will take some lives so there will be a save system, also since it might expand over several maps.

    Edit: beaten by TheKC ^^

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)
    Quote from unit187: Go

    A little advice, in my opinion, the last shot where the light was turning down was way too long, the dymanic was lost.

    Exactly, that part was where the map ended and i didnt take my time to finish it up, the lights in the windows was also suppose to be affected etc but it was the last thing i managed to finish that weekend. It is btw a little act inspired by the first Unreal game where you are locked into this corridor with a skaarj.

    Quote from Halohalo1: Go

    Awesome work!

    I have a question. How do you guys deal with the skybox? Did you find a way to show it without abusing the far clip?

    Its actually a interesting question. Generally we have a dynamic skybox that follow you around all the time, with a farclip of only 50 and the skybox that is just in the high end of 49. When you move up to windows in the ship where you can see parts of the ships exterior we dynamically extend the viewdistance to 200 and reduce the depth of field (to 0) so you can see everything. With the skybox following you it makes the optical flow match so that it looks like the stars are far far away. But if it wasn't for the exterior parts we could easily keep the farclip at 50 all the time.

    Quote from Gorandor: Go

    Voting to replace the Spectre with a female version! If I have to look at some ass all the time, it might as well be female :P

    We would LOVE to have another main model, maybe even a female spectre or just a highres version, but the whole story is based around our hero being a spectre so there is not much choise there. But there is a very specific reason why we choose his color palate Hence for people who care about the Starcraft story/"lore": title

    Quote from QMJ3: Go

    @malu05: Go

    Very cool. The atmosphere you were able to create in that short video was palpable, great job... look forward to playing!

    I don't know if this is a good thing or a bad thing, but it reminds me almost entirely of Dead Space, and your stealth tech-demo looks obviously inspired by the Metal Gear series. Nevertheless, I'll play it, and I'm sure I'll enjoy it... I just hope it's not an SC2 version of Dead Space :(

    The game is inspired from many games, among them Dead Space, Doom 3, Fear, Gears of War etc. But yes, we do love Dead Space (especially TheKC), and about the MGS part, yes i do love MGS but the whole (!) and (?) above the toons is just a debug indication to see how their reaction is, and would off-cause not be in a final game.

    Posted in: Project Workplace
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    posted a message on Makai Galaxy - Turn Based Strategy Game

    @llou: Go

    Looks cool =) Its a bit sad that Starcraft 2 does not support Isometric view.. would really give this game the classic RPG look.

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    Here we got a bit more from the development progress.

    Embed Removed: https://www.youtube.com/v/jxJf3vM6tXE?fs=1

    The first part is the first door test we made, controlling all our doors in a single trigger to avoid spending too much region and trigger space.

    The next part is the AI system i made for the stealth action part in revision 1 and 2. You can hide behind terrain and doodads to avoid being spotted. If they see you they will look towards you, when they have enough focus on you they will move towards your position. Once you have 100% focus they will alert nearby guard and run towards you and shoot at you.

    The last part is some (early!) footage from rev 4.


    And here we got the first real demo of the AI spotting sytem, again just basic hide/unhide stuff.

    Embed Removed: https://www.youtube.com/v/KT0lXy-0t20?fs=1
    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)
    Quote from EternalWraith: Go

    When do you expect a release or playable Beta?

    Hmmm ye, good question actually.
    We plan to release it in sections as it might take a bit too long to make the whole story in 1 run. But we are 2 bussy people and time off to work on this map come and go. But as soon as possible!
    It might be a SC2mapster only release since (surprise) battle.net can't handle it =)

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    Project VECTOR
    by TheKC and Malu05

    After finishing the AC130k - Ruins demo i had a idea to extend to concept into a singleplayer map.

    I was trying to find some good ideas when a user called TheKC PM'd me here on the forums.
    He had seen my Ruins demo and wanted to know if i wanted to team up with him since he was doing something like the me.
    In the PM he included a link to a map he had made, I was not too happy with making teams at that time, but after seing that map... everything changed.
    I was was stunned by this map, the way it changed the feeling of the "Starcraft" universe into this creepy space horror scenario.

    So we teamed up and started the development of Project Vector.
    Alot have changed through the 2 months we have spend on this project, the map originally started out as a stealth action game in the jungle, later in a lab and now in a cruiser.
    We went through 3 total re-boots of the project (During the concept development state) and we are now in the 4th and final revision.
    Here a some screenshots of some of the first 2 revisions early concepts

    What we are going to show here is the 3rd revision that we recently scrapped. We have done things like changing the spectre texture to match the story line of our map, made a custom flashlight that cast shadows and reworked the whole movement and camera system etc but it is conceptual, and UI, sounds, music, models, effects and anything like that is missing so don't mind it not looking really "game" like.

    But what we want to show is just the basic idea of how you can use the third person gameplay along with a bit creative use of the doodads included in the game to create something that is alot diffrent than what you come to expect from the RTS game.

    Like always i recommend you watch this on youtube in full HD to get all the gritty details.

    Embed Removed: https://www.youtube.com/v/W9TeB4Zb_sw?fs=1
    Posted in: Project Workplace
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    posted a message on [Solved] How to Change a models textures?

    @Xelaran: Go

    If you want to change the texture of a unit you only use with that modified texture you can overwrite the exsisting texture by importing the new texture at the old texture's place in your map file.

    If that is not the case you can just hardcode the the new texture into the model (could use notepad there or a hex editor). As long as you don't mess with the size you don't need to alter the file header so you can change something like "Assets/Textures/Zergling_Diffuse.dds" to "Assets/Textures/Zergling_Diffus2.dds"

    Posted in: Artist Tavern
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    posted a message on 1.1's Reduced Limitations?!

    @Molsterr: Go

    Ahh right... "increased limits" was the words i should have searched for ^^

    Posted in: General Chat
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    posted a message on 1.1's Reduced Limitations?!

    Did you guys notice that we no longer have 20mb but 54mb and 10 maps to upload? Or did that happen some time before this patch?

    Posted in: General Chat
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    posted a message on [Development/Alpha] PredaN00b's Dune Mod

    Most people are too lazy to just download anything you throw at them without a "prooper" introduction. So i recommend you put up some pictures and/or some videos with your project to buff people's interest.

    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #7: A Place of Worship
    Quote from Cbrag: Go

    Bleak and depressing, but a place of worship regardless!

    Wow... many good ones here but your's are my favorite for now.

    Posted in: Terrain
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    posted a message on Patch 1.1 is coming [ September 21. ]

    3D Vision is Nvidia 3D Vision yes, its allready supported but now you get some sliders for depth and convergence etc.
    And lag it server side, they don't need a patch for that.

    Posted in: General Chat
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