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    posted a message on Old StarCraft 1 Behemoth Class Battlecruiser

    Another difference if you look at the Hyperion model (the cinematic one, not the in game unit) is that the Bridge is nested into the rear section (You can see this if you look out the window for the Bridge - the bow is visible and you can see the window on the exterior model), as opposed to raised and slightly seperate from it. Also going by the lore, the Behemoth had all it's lasers in the hammerhead as opposed to the Minotaur which has lasers on the hammerhead and along the neck. I think the proportions are a bit different too, with the Behemoth being a little longer in the neck and wider in the hammerhead but I'm not sure.

    Also, as SoulFilcher says the normal model actually has animations both for opened hammerhead and closed hammerhead. I think the idea is/was that it would use the opened hammerhead when Yamato Cannon is researched.

    Also just in general the Behemoth appears to be twice the size of the Minotaur, as can be seen in a cinematic played during Media Blitz which has a Behemoth cruiser (using the Hyperion Model) flying over city buildings flanked by Minotaurs which are considerably smaller)

    I'd also be interested if someone made a Behemoth model for SC2 :)

    Posted in: Artist Tavern
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    posted a message on M3 Exporter

    @Leruster: Go

    Ok, thanks :)

    Posted in: Third Party Tools
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    Hmm fair enough about the Avenger. (Speaking of that name, I think it's a nice bit of a reference as in SC1 Beta the Wraith was called the Avenger so it's nice that they made it's lore predecessor have the same name) As for the hover vehicles, do you mean like the triangular one that looks a bit like the Millenium Falcon? That could work...

    Edit: Huh.. seems I'm wrong about the Avenger name thing... sure I saw some beta image with it called the Avenger.

    Posted in: Map Feedback
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    posted a message on M3 Exporter

    Sorry if this has been answered before, but does this exporter support animated visibility, and if so how? Thanks

    Posted in: Third Party Tools
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    Hmm I was thinking earlier concerning the Avenger, considering it was the Wraith's predecessor a starting point could perhaps be the Wraith without the ventral fin and with some modifications to the cockpit....

    Also seems I had a completely wrong mental image of the Sloth x)

    Concerning Colonist equipment... well depends if they're rebels/colonists... if rebels they could have scavenged some weaponry from Dominion forces and mounted it on their vehicles, which goes nicely into another idea of mine for a Colonist 'capital ship' which would basically be a modified Colony ship with guns mounted on it

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    Hmm I'm not quite sure which of the neutral construction vehicles to use as the base for the Sloth... also I can't remember what type of cannon the Sloth had (a while since I read HD), was it a tank like cannon or something more like the Autocannon?

    On a related note, one idea I've had previously for another 'technical' type unit was the dump truck with a rack of missiles mounted in the bucket on the back... could be some kind of siege unit.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    Hmm yeah, I thought ATA Banshees might be a bit OP, just thought I'd toss the idea out there. And I don't envy you balancing this stuff heh.

    And I have read Heaven's Devils, and have been looking at your map too :) I'll have a look at what I can do about making a Sloth, I have some ideas ^^

    Concerning the doodad truck with an autocannon on it, that's actually the unit I made in the data editor as a 'technical' which I'm considering making a proper model for :)

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    I've not done a full search of the thread so I apologise if it's been covered, but is there a techtree/unit list for each faction anywhere outside the game?
    Edit: Well this'll teach me to read the Readme in the mod download first. ><

    Also, something that might be of interest to you, but might be unbalanced. Apparently according to the StarCraft Wiki, Kel-morian Banshees could be equipped with rapid firing air to air missiles (I think this is derived from KM Banshees being seen shooting at air targets in the StarCraft comic which was of course pre release)
    Just thought I'd put that out there. Always on air to air banshees would probably be a bit unbalanced and a lot like Wraiths... one way of doing it would be if Banshees could switch between ATG and ATA payloads, but maybe it costs resources and/or isn't instant.

    That said, I like the ideas you've had and shall have to see about giving this map a go! I'm a fan of themed variations in games and I like the ideas you've had :).

    Edit 2: I once made a 'technical' (flatbed truck with a gun on the back) in data editor and was wondering about making it as a model to fix a few of the issues caused by using data only... would this be of use to you Soulfilcher, for the Colonists perhaps?

    Posted in: Map Feedback
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    posted a message on Martial Law

    Until I read about the rifles, it just sounded like how over here in the UK the army often come in to help out with things like floods and stuff... that does sound a bit worrisome though, brandishing rifles...

    Posted in: Off-Topic
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    posted a message on [Showcase] Kanitala's Models - Adept Released!

    @GhostNova91: Go

    I'll have a look into that, thanks. Though I'd like it to be all functional 'out the box' as it were so I may still give tweaking the walk animation a do, if only to change his arm position.

    Attached is a picture of something I made purely in the data editor but am considering making a proper model of which would be able to bypass the limitations of using just the in game models and make it truer to a sketch I did of the idea - Infested Firebat! He spews acid >:D

    Posted in: Artist Tavern
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    posted a message on [Showcase] Kanitala's Models - Adept Released!

    @ZombieZasz: Go

    Perhaps.. it is actually already a tweaked texture (recoloured firebat) and not just the Marauder texture which is far more black. To be honest I rather like the gunmetal grey look, though I've not tested to see how easy it is to distinguish from the other two.

    Oh and to keep people updated, the main thing I need to do before I release the first version is to tweak the walk animation as it looks a bit weird as is as it uses Firebat animations which are great for most everything but the walk animation he's sort of huddling his guns in front of him... most likely I'll go for something similar to the Marauder's walk. Shame I don't know of any easy way to port over just the Marauder's walk animations but keeping the rest ^^

    Posted in: Artist Tavern
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    posted a message on [Showcase] Kanitala's Models - Adept Released!

    @Bommes: Go

    Both heh. Chances are unless it's for an extremely specific purpose in a project (like a character say) I'll release most models I make :) I just want to get it a little more polished before I release it.

    @GhostNova Your comments mean a lot, thanks, as I mentioned you inspired me to make a thread (and in fact to give the exporter scripts another go). As for the name Gunbat, heh, maybe ^^

    @JackTheArcher Thanks :D

    Posted in: Artist Tavern
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    posted a message on [Showcase] Kanitala's Models - Adept Released!

    UPDATE 02/09/13

    I thought I should post something here explaining what's been going on with me and the reasons for me not posting any new pics or models in quite some time.
    The truth is I've not been doing a great deal of model work this year, and the reason for that is one illness after another.
    As some of you know, I suffer from a medical condition that among other things mean I have a reduced immune system and - since some time before christmas last year I seem to have had one bug or infection or virus or whatever after another. 2013 has not been a good year for me in that regard...

    What that means for my models is I've not been in a state to feel inspired enough to work on my models a great deal, apart from the very occasional easy model edit. I'm sorry to everyone looking forward to things like the Adept and my Merc Vulture, as well as those I have offered models to and not been able to deliver. I really wish I could find a way through but here we are.
    Again I'm sorry everyone. I really do enjoy doing kitbashing and seeing what people think but I have to put my health first. As such I've updated the thread title to reflect this unintentional hiatus.
    Hopefully I'll be able to buck this trend sooner rather than later and get back into it and make lots more models ! ^_^

    Thanks

    - Kani
    -

    So, I've been experimenting with the brilliant M3 Scripts for Max and have made a few things and so, inspired by Ghostnova I thought I'd make a thread to post pics of what I'm working on :)

    First up is my first released (and first successful) SC2 model, the Empty Biodomes which is in Assets!
    http://www.sc2mapster.com/media/attachments/30/210/Terrain_070.jpg

    Secondly is something I'm working on which still needs a proper name. Working names include the 'Gunbat' (which is also the current filename) and Juggernaught.
    The concept is it's another variation of the Firebat/Marauder suit equipped with twin autocannons for mowing down enemy infantry. Any suggestions for a name are welcome!
    http://www.sc2mapster.com/media/attachments/30/211/Cutscene_Editor_004.jpg

    I still hope to do some more changes to it's texture and model to further differentiate it from the Firebat and the Marauder, but without making it too different so it is recognisably a varient.

    More to come (hopefully)!

    Posted in: Artist Tavern
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    posted a message on Weekly Terraining Exercise #91: Do that Doodad 3 - Colonist Ship

    @Mozared: Go

    I like this theme, very nice entries already! I'm a bit busy this week (Olympics!) but hopefully I'll get a chance to work on my idea =)

    Posted in: Terrain
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    posted a message on Using TFT/WoW models

    Well, I have had email exchanges with Blizz people before about this, as well as just observing their actions (or lack of) on people doing this and what it seems to boil down to is the people I talked to couldn't say yes from a legal standpoint, but as long as it's kept 'in the family' (IE, Blizz assets in Blizz games) it's ok. The one exception I've seen is with assets from betas before the game is released or unreleased games (such as a WC3 mod way back being developed for SC1)

    Another example worth noting is back on the old Battle.net mod page for Warcraft 3, Blizz themselves released StarCraft and WoW Icon packs for use in WC3, as well as featuring maps using WoW models in their fan map spoitlight feature.

    So as I say, I don't think Blizz minds if we use models from other Blizz games in our maps and mods :)

    Posted in: General Chat
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