|
Loving it so far!
Minor things people have already said that I think too: ramps could be a little less steep to stand out more from the cliff, smoke cloud could go a little less high.
Bigger suggestion, no clue at all how much work it would take: see on the kespa holy world one you linked there's the crazy red background -- Is it possible for you to easily implement something like that? Black space all around gives it a huge sense of being incomplete imo. Again, no idea how much work that would take.
|
very good work, here my thoughts:
1-6 and 9: ok/doesnt matter at all
7: i think no wireframe is best 8: maybe try to point out ramps a bit better.(if you dont know the map you dont notice its a ramp so fast)
You shouldn't think about minor things like the gas smoking frequency or w/e. NObody will care enough so that its worth to make it perfect like in bw.
The biggest issue is the "camera path". I think you don't get a good overview of the map with the camera swinging so fast and stuff.
|
i think the minerals are a bit too blue and that you could try to make the geyser not in sync. Nice animation skillz though :D
|
make it more opaque like wat they did
and darken the gridlines
EDIT: also maybe u can have the camera follow a general path from one base to the middle?
|
I guess, so far, I will work a little more on the ramps, cliffs and camera. I wasn't initially too worried about the camera. I just made a quick thing with it to focus more on the map instead. But I should have done something more elaborate so I could take some criticism on that as well.
I'm also making a separate animated starting location and maybe I will try one version without the wireframe so you guys can see the difference. The main reason why the wireframe is there is to hide the terrain texture defects (it is very low res and looks very poor when looked closely). It's just an optical illusion trick to simulate a higher resolution. It might sound a bit silly, but it actually fools our brains pretty nicely
On May 25 2009 17:11 Scorch wrote: First off, this is great! Are you planning on making this an automatic parser/converter for .scm and .scx files? Not unless I can find a suitable library for loading map data written in either c++ or python (not likely). Wasting my time fixing other people's mistake (blizzard closing their sources) is not something I'm very excited about.
On May 25 2009 21:49 Phrogs! wrote: Bigger suggestion, no clue at all how much work it would take: see on the kespa holy world one you linked there's the crazy red background -- Is it possible for you to easily implement something like that? Black space all around gives it a huge sense of being incomplete imo. Again, no idea how much work that would take. That would be very easy and quick to do. But it's just not my goal to add external "fluff" details to it right now. I wanna make sure the map model itself looks good first. Then I'll add a background, texts, sound and a couple of different camera paths for showing off different parts of the map.
|
dude holyshit nice... I used to be an avid blender user too but stopped T_T
|
|
|
On May 26 2009 10:11 GogoKodo wrote:http://code.google.com/p/pyreplib/Not sure how up to date or useful it is for you. But it exists, in python to boot. Awesome work so far. That is a replay parser. It doesn't retrieve any of the map info that I would need. But thanks anyway.
|
that is really cool, i've always wanted to know what it feels like to be in an sc unit's shoes.
keep up the awesome work.
|
On May 26 2009 13:37 VIB wrote:That is a replay parser. It doesn't retrieve any of the map info that I would need. But thanks anyway. Isn't the map information held within the replay in SC? You're able to load a replay even if you don't have the map. Don't know if that type of information is available in pyrep but it might be a jumping off point.
|
On May 26 2009 14:26 [Fin]Vittu wrote: that is really cool, i've always wanted to know what it feels like to be in an sc unit's shoes. I always wondered what is it like to be in an hydralisk's shoes, but I guess I'll never know
On May 26 2009 15:35 GogoKodo wrote:Show nested quote +On May 26 2009 13:37 VIB wrote:On May 26 2009 10:11 GogoKodo wrote:http://code.google.com/p/pyreplib/Not sure how up to date or useful it is for you. But it exists, in python to boot. Awesome work so far. That is a replay parser. It doesn't retrieve any of the map info that I would need. But thanks anyway. Don't know if that type of information is available in pyrep but it might be a jumping off point. Exactly, that only extracts info from the players' actions. I would need info from the map such as what points are high/low ground, what tiles each one use etc. Which is completely out of the scope of pyreplib.
|
cliffs look to high up to me also the mineral on the ramp looks a bit off otherwise I like it
|
It looks amazing, but the camera work is drunk I'm serious
|
On May 26 2009 15:46 VIB wrote:Show nested quote +On May 26 2009 14:26 [Fin]Vittu wrote: that is really cool, i've always wanted to know what it feels like to be in an sc unit's shoes. I always wondered what is it like to be in an hydralisk's shoes, but I guess I'll never know Show nested quote +On May 26 2009 15:35 GogoKodo wrote:On May 26 2009 13:37 VIB wrote:On May 26 2009 10:11 GogoKodo wrote:http://code.google.com/p/pyreplib/Not sure how up to date or useful it is for you. But it exists, in python to boot. Awesome work so far. That is a replay parser. It doesn't retrieve any of the map info that I would need. But thanks anyway. Don't know if that type of information is available in pyrep but it might be a jumping off point. Exactly, that only extracts info from the players' actions. I would need info from the map such as what points are high/low ground, what tiles each one use etc. Which is completely out of the scope of pyreplib. BWChart seems to be able to do that with its "Show Map" functionality, so it certainly is possible somehow.
|
when comes the next version of ur work? :D its cool
|
Looks really good! Keep on working
|
On May 26 2009 23:16 MasterReY wrote: when comes the next version of ur work? :D its cool Right now: + Show Spoiler + Changes: + Show Spoiler +- Terrain texture much higher resolution, cliffs should look better - Adjusted some of the ramps - Added starting locations - Geysers taller - Smoke is lighter in color and lower in height - Minerals are a bit more fat and random - Wireframe a little bit whiter I personally didn't like much how the smoke looks now. I'll probably change those back or to something between this and the other version.
If there isn't anything too bad about this one (other than gas smoke). I'll just rework the camera movement then start making the other maps. I found how to unprotect Kespa maps now, so I can take some really good pics of them. Unfortunately those high res pics takes too long for my computer to process. This last 20sec animation took me 8 hours to render. So I will only be able to do one map per day.
On May 26 2009 17:23 Scorch wrote:Show nested quote +On May 26 2009 15:46 VIB wrote:On May 26 2009 14:26 [Fin]Vittu wrote: that is really cool, i've always wanted to know what it feels like to be in an sc unit's shoes. I always wondered what is it like to be in an hydralisk's shoes, but I guess I'll never know On May 26 2009 15:35 GogoKodo wrote:On May 26 2009 13:37 VIB wrote:On May 26 2009 10:11 GogoKodo wrote:http://code.google.com/p/pyreplib/Not sure how up to date or useful it is for you. But it exists, in python to boot. Awesome work so far. That is a replay parser. It doesn't retrieve any of the map info that I would need. But thanks anyway. Don't know if that type of information is available in pyrep but it might be a jumping off point. Exactly, that only extracts info from the players' actions. I would need info from the map such as what points are high/low ground, what tiles each one use etc. Which is completely out of the scope of pyreplib. BWChart seems to be able to do that with its "Show Map" functionality, so it certainly is possible somehow. Yes of course it is "possible somehow". All the map info is inside a replay. Just as it is inside a map file. It's just a matter of knowing what byte does what and extracting that info. I'm just saying I wanted a library that already does that, instead of having to write it myself.
But anyway this isn't worth it. Because currently the time I need to make a new map (~15 minutes) is irrelevant compared to the time I have to wait for my computer to render the video (8 hours). So using time to write a script to reduce those 15 minutes wouldn't help too much.
|
The changes look great. Someone suggested before that the water levels around the bridges might be raised a little bit. That might be a good idea since it's a little hard to notice the water, or maybe make the water a little brighter blue so it's easier to distinguish from the dark terrain around it.
Great work.
|
|
|
|
|