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    posted a message on FantasyCraft (based on Final Fantasy series)

    Awesome Tech Demo, really hits the mark i think. seriously makes me wish i had a copy to play with, i love tweaking things that are that cool. who knows what may be possible if they enable map linking as well.

    Quote from Chiquihuite: Go

    @rkmx52: Go

    Holy nostalgia, Batman!

    Nice work :)

    very very true, also makes me wish i knew triggers and had any programing skill at all.

    Posted in: Map Feedback
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    posted a message on Editor Q&A

    Hello, i have what i hope is a simple Data Question. I have created a Buff that when applied to a unit has a Damage Response effect. there are also charge counts for the damage response effect. my question is as follows: How can i cause the Buffs Damage Response Charge Count to show on a Passive Button on the command card? for more reference this behavior restores its charge count over time. thank you for you time.

    Posted in: Map Feedback
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    posted a message on Weekly Data Exercise #19 - Show me how you build!

    @DrSuperEvil: Go

    yes it could be seen that way. but does not create a completed functional structure. so silly of me for forgetting that it exists in a way already. been too long since ive played the Campaign i guess or something. EDIT: i just had a thought, combined with my drop the sacrifice unit build could be an interesting mechanic for a new race or possibly the Zerg.

    Posted in: Data
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    posted a message on Weekly Data Exercise #19 - Show me how you build!

    been working on something that may work for terrans, self assembling structures that are delivered via orbital drops. the attached map has a marine that can call down a bunker and if you use the resource cheat a command center, the bunker is finished but i am still tweaking the art for the command center.

    Posted in: Data
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    posted a message on SC2 Editor and me.

    For me The Sc2 Editor is perfect because i do not want to do too much. I like to Tinker with things, add a few things and alter others so to me a full Development Kit is a little overkill. As well i really do not that the ability to do everything my self and have no one to work on it with. The editor allows me to be creative as i like with out the need for a team of folks i do not have. As well i have experience with UDK and XNA and though they are true development kits i just do not need that power. The editor is fine for me and though i am happy to see creators moving onto things to better Kits i am also saddened to see the community shrink. Any way Thanks to any one who read this far. if you like add your opinion.

    Posted in: Off-Topic
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    posted a message on [Solved] Train Units While Moving

    Yes Carriers are Broodlords both use arm magazine.

    Posted in: Data
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    posted a message on Creating a shop to sell units

    Sorry For sc64IsOP, but yes there is a method to do so i did so once in beta so i may not remember it clearly or completely.

    Firstly you will need an interact ability that shares control and perhaps vision as well. Secondly you will need a train ability that trains the units you want. These abilities will have to be added to the unit and its command card. As well in the units attributes or flags i forget which there is a share control flag if you enable this it should work.

    Posted in: Data
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    posted a message on Create unit at random angle to caster?

    you can simulate a Random spawn point by using a single Create Persistent that has multiple periodic offsets and as many periods as you wish to generate units. you would then need to tick the flag on the persistent Use Random offset or something to that effect. this should simulate or perhaps create the effect you desire.

    Posted in: Data
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    posted a message on Community Project #2- Brainstorming/Design Thread

    Greetings, was reading the google docs for this project, on the topic of backstory: I feel it needs a bit of tweaking, the "Out to Destroy their creators" seems abit cliche to me. Perhaps instead of being out to destroy terrans the Machine race views them as " The Gods" similar to how the Protoss view the Xel'naga. perhaps after a harsh awakening that all Terrans are not the same as those who created and worked with them until the Terrans had to depart the planetm the machines have to fight for the right to exist against the other races. Fighting not with malevolence or malice but with hope that they can prove to "The Gods" their worth of existing

    - i have map where i have an automated refinery that spawns a mineral harvester that absorbs minerals from field nodes and returns to the nearest refinery to unload. if such a harvester would be desired.

    Posted in: Project Workplace
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    posted a message on Spell and projectile reflection / bounce demo (video)

    I am Sorry this is neither really a comment or feedback, its more of a question. Would you mind sharing how you got the missiles to retarget? I am working on a similar effect and i can only get the missiles to target their original target.

    Posted in: Map Feedback
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    posted a message on Before you flame Blizzard. . . again. . .

    Varine: I an not refuting your claims about the games you have listed as having he same or perhaps better modding support as SC2. Yet other than the claims i see no provided evidence. As a Game Design Student i have used both the Unreal Tournament 2004, and 3 editors as well as the UDK( wont comment on that here) i will admit these that the Unreal Editors from both of these games are very powerful but are also sport an more significant learning curve. It feels to me that the SC2 Editor is Superior to these games in both learnability and flexability. As well it feels to me and im sure others Faster to work in to get viewable results. this is compared only to The Unreal Eds for The Tournament games.

    ProzaicMuze: I would like to thank you for the time you are giving the community. Thanks for trying to make Modding an easier process for others. I would like to help if i may, i am some what alright withe Data Editing and enjoy helping others. If you want a little different perspective or experience with Data Editing let me know. my experience is mainly with validators effects and buffs.

    To others: Sc2 Editor is a Modding tool not a full fledged stand alone game development platform.( I know i'm stating the obvious here, but there seem to be those who are forgetting or not realizing this) Like Many another modding tools its for developing Variations of the Core Game play. that is it flexible enough to Make something nearly unrelated is amazing, but it is still a Modding Tool for a specific type of game.

    To Everyone: Thank you if you took the time to read the post. no offense was intended in any part.

    Posted in: General Chat
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    posted a message on Battlecruiser Plasma Version

    I have thrown together a BC_RED_turret for the Turrets if any one wants one, i used XCorbo's file as a base.

    Posted in: Artist Tavern
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    posted a message on Ogv Unit Skins

    @xcorbo: Go

    the format i am using is through VLC Media Players Convert and save feature. i am Saving as an OGG video with Theora and Vorbis encodeing and manually typing the .ogv extension. as well the file needs to be Deinterlaced. other than these i do not know more but i think it could be a good area of exploration.

    Posted in: Artist Tavern
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    posted a message on Ogv Unit Skins

    Greetings, I have recently been able to create an ogv and use it as a unit skin. The game uses these files for the briefing and armory movies. I believe this is achieved by using a model that has a video texture slot. How ever the Ogvs can be used in another texture slot, the diffuse slot. as a demonstration of this i present this:

    Embed Removed: https://www.youtube.com/v/l7hWfyHXrBQ?fs=1

    Though this is possible i have discovered some possible limitations. Team color is not possible on this sort of diffuse due to the ogv format having no alpha. The length of time i have been able to achieve is currently 2.5 seconds. On my computer the animated textures lower the frame rate.

    I think that with work the length of the clip may be extended.

    How: to create the animated texture movie i used Sony Vegas and imported a recolor of the Marauder that had color added to allow for chroma keying this texture was saved as a tiff in photoshop.

    i set the project size to the be same as the marauder diffuse texture size in this instance it was 256x256 pixels.

    i used the built in chromakey effect to remove the chosen color added to the texture.

    On a video layer under the texture i created animated an animated checkerboard i rendered out five seconds of animation as an avi.

    using VLC media player i was able to convert the AVI to an OGV Theora and Vorbis OGG with the . ogv extension. after the conversion i imported the ogv and followed this Tutorial to add the texture to the marauder model and tested it in game.

    Posted in: Artist Tavern
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    posted a message on Where are the Animations?

    Hello, I am afraid that for some Models the animations are stored in separate files. I believe these files have the .m3a file extenstion. as of writing this i have not found any method of editing them.

    Posted in: Artist Tavern
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