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Need critics for sc 3d anim

Blogs > VIB
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VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2009-05-27 14:50:02
May 25 2009 06:59 GMT
#1
Update May 27:
New version:+ 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.

Original post:

I'm trying to make a 3d map animation. Similar to the ones made by Kespa. Like this one, in the first 6 seconds of this game on Holy World:
+ Show Spoiler +

So far, what I've got is this for Destination (watch in HQ):
+ Show Spoiler +

I wanted to hear some focused critique on the following:
1- Does the minerals look too bright, dark or ok?
2- Does the minerals look very obviously repetitive?
3- Does the minerals shape are similar to those of SC?
4- Does the geyser smokes too often, too rarely or ok?
5- Does the height of the smokes look way too high, way too low or ok?
6- Does the water (both bridge and ocean) looks like a horrible scenario from a trash movie painted on a piece of paper or does it look ok?
7- Does the wireframe (white lines crossing the terrain) looks too bright, too transparent, ok or would be better off without them at all?
8- Do the ramps look to have a decent inclination / is it easy to distinguish cliff wall from a ramp?
9- Any glaring terrain defects you noticed? (other than the upper left bridge water)

I wanna do this for all(most?) active maps in the pool. They'll all use data from this first one. I wanna make a system that making one map takes very little time (~30 minutes per map). So this first one is very important and I wanna make sure it has a good "looks" versus "production time" ratio. I'm not gonna do any hollywood quality 2 hour starcraft action movie on it. It doesn't need to look flawless. It is just for a 10~30sec map introduction in stream quality. But it also cannot look "terrible" to the point that it scares you or makes you laugh.

So what I wanna know the most here is: does it look terrible? What could improve in quality (that wouldn't increase production time too much)?

*****
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Duke
Profile Blog Joined May 2006
United States1106 Posts
May 25 2009 07:08 GMT
#2
it looks pretty fuckin cool dude.
Drium
Profile Blog Joined December 2008
United States888 Posts
May 25 2009 07:12 GMT
#3
It didn't bother me initially but after a couple viewings the wireframe did look to bright. Also I think the cliff walls look to shiny and the minerals on the ramps were kind of meh but that's not a situation that will come up frequently in other maps.

+ Show Spoiler +
Holy shit this is awesome.
KwanROLLLLLLLED
thunk
Profile Blog Joined March 2008
United States6233 Posts
May 25 2009 07:13 GMT
#4
I think the biggest problem is the way the ledges slope straight down in a very uniform manner. Looks kind of awkward.

It looks very nice though.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
EchOne
Profile Blog Joined January 2008
United States2906 Posts
May 25 2009 07:16 GMT
#5
1- Ok.
2- Yes, but this should not be a problem.
3- Yes.
4- I think they should smoke more often. When you're panning around the map at a low angle, sometimes it's hard to recognize geysers when they're not smoking.
5- Ok.
6- It... looks ok? Mainly the sides of the bridges look strange since they basically look like cliffs which makes no sense realistically, but... hey it's not like Brood War dealt with that problem.
7- Depends on the terrain backing it. In the Kespa vid, they make most of the terrain transparent for the first few seconds to let the wireframe stand out, and then make it so opaque it's unrecognizable. I honestly think the wireframe is unnecessary.
8- I had a difficult time recognizing some ramps. The bottom main's ramp, though I know it's there, looked like little more than an indentation in the cliff line... I don't know what more you could do than changing the camera angle to fix this. The 3 oclock ramp was really far away from the camera and also blended into the cliff face a bit too well.
9- Nothing really.

It doesn't look terrible. However, the cliff faces look extremely low-res and stretched, which is kind of ugly. If you can find a way to make the cliff faces look better, it'll be fine. Also, I'd recommend a higher angled camera when you actually introduce maps because even if it looks nice, the low angle you have it at makes it difficult to see a lot of the map at a time.

Great project you have here, I hope it's successful =)
面白くない世の中, 面白くすればいいさ
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
May 25 2009 07:46 GMT
#6
i will just say its awesome.

add some sounds to it.
I am not good with quotes
Scaramanga
Profile Blog Joined March 2008
Australia8090 Posts
Last Edited: 2009-05-25 09:02:25
May 25 2009 07:53 GMT
#7
This is fucking amazing, i think you might get a few offers from leauges, non korean leauges i mean
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
May 25 2009 08:11 GMT
#8
wow, this looks really impressive
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
May 25 2009 08:11 GMT
#9
First off, this is great! Are you planning on making this an automatic parser/converter for .scm and .scx files?

The two things that disturb me the most:
- Ramps are very steep. I guess it's the same in-game, but it looks weird in 3D. Maybe make the differences between height levels a bit smaller?
- The bridges look very boring. I guess you haven't yet had time to build a bridge model and just used ground instead.
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
Last Edited: 2009-05-25 08:19:40
May 25 2009 08:18 GMT
#10
You should get a better texture. Also, the minerals seem a bit too round, and I would make the gas a lighter green color, almost with some white in it, like it is in the game. The gas could also disappear faster after being spurted out, and maybe not go as high. Use fewer particles. One might suffice if it was animated. Maybe you can steal the graphic from SC?
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
May 25 2009 08:28 GMT
#11
On May 25 2009 16:13 thunk wrote:
I think the biggest problem is the way the ledges slope straight down in a very uniform manner. Looks kind of awkward.
Interesting. Thanks for that, it's a new one for me. Didn't realize it myself before. And I think I can actually fix it (or at least improve it) very easily.

On May 25 2009 16:16 EchOne wrote:
The bottom main's ramp, though I know it's there, looked like little more than an indentation in the cliff line... I don't know what more you could do than changing the camera angle to fix this.
I can actually make the ramps more inclined by making the top part of it larger than it actually is (make the ramp take some of the higher ground). I asked this question because I wasn't sure weather I should do this or not. I know I will have to abuse this trick a lot to make those fake ramps to the 3rd base on Coliseum (sp?) actually look like ramps.

On May 25 2009 16:16 EchOne wrote:
the cliff faces look extremely low-res and stretched
Best (fastest) way to fix it would be using a bigger image as base (I used the TLPD one). But the Iccup maps are protected so I cannot open it in the editor to take a pic. I didn't try looking it up yet, but if getting original sized pics of the maps prove to take too much time. I'll just leave it like that. I really don't feel like wasting my own time to fix other people's mistake (protecting maps for no good reason).

Thanks for the input, everyone. It's really helpful.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2009-05-25 09:14:39
May 25 2009 09:14 GMT
#12
It looks really cool. Its a bit too shaky for me though..>_< The turnarounds should be slower and softer..^^
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
oxidized
Profile Blog Joined January 2009
United States324 Posts
Last Edited: 2009-05-25 09:26:33
May 25 2009 09:26 GMT
#13
This is awesome. Mad props for making it.

- Minerals look fine since you sweep across the map pretty fast.
- Gas puffs a tad too high imo, but not that much of a problem.
- A bigger problem is that all the geysers puff at the same time intervals. It would look beter if it were randomized a little (hopefully not too much work).
- The backdoor mineral on a ramp looks really flat when viewed from certain angles (~second 17 in the video)
-I agree with people who say the ramps look weird.

But overall it looks amazing. Even if you didn't make any changes from what you have right now, it's still a really good creation.
anotak
Profile Blog Joined March 2008
United States1537 Posts
May 25 2009 09:26 GMT
#14
very very good so far, but the (minor) issues i found are:

the cliffs not being low res are the important aspect! the geyser gas should be slightly less green, a bit of blue and a very very very very small amount of red is needed. the gas should also spread a little more horizontally.
also the minerals look like they're floating off the ground a little tiny bit. perhaps the water areas should be less lowered (but still lowered). I would consider making the wireframe either invisible or only slightly visible (translucent). if you can, put a more visible marker at the start locations. the ramps look wonderful.
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
May 25 2009 11:01 GMT
#15
1- They are okay, but imo, they need to be a littler bigger
2- Nope
3- Yep
4- It is okay, but the smoke cloud is bit ugly
5- It's ok
6- The sides of the bridges and the cliffs need some more work
7- It is ok now, if you remove them it will not be as cool as it is now
8- Yes
9- The 0 mineral patches dont look like mineral patches
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
konadora *
Profile Blog Joined February 2009
Singapore66163 Posts
May 25 2009 11:09 GMT
#16
Wow looks similar to the one OGN uses when they introduce new maps. Nicely done, although there's something that doesn't really feel right for some reason.
POGGERS
Frits
Profile Joined March 2003
11782 Posts
May 25 2009 11:12 GMT
#17
On May 25 2009 18:14 G.s)NarutO wrote:
It looks really cool. Its a bit too shaky for me though..>_< The turnarounds should be slower and softer..^^


Yeah my thoughts exactly, it looks great but the camerawork is making me dizzy.
wonkman
Profile Joined March 2008
United States520 Posts
May 25 2009 11:14 GMT
#18
Mhmh. This is sexy, Now do it with bases at each location with expos and a big battle going on!
DoX.)
Profile Joined December 2008
Singapore6164 Posts
May 25 2009 11:22 GMT
#19
Great work
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
May 25 2009 11:40 GMT
#20
Sweet map! As some peole have pointed out I think, the slopes don't really stand out too well from the rest of the cliff
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Phrogs!
Profile Blog Joined August 2008
Japan521 Posts
May 25 2009 12:49 GMT
#21
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.
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
May 25 2009 14:15 GMT
#22
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.
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
maga33
Profile Blog Joined December 2008
United States247 Posts
May 25 2009 14:37 GMT
#23
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
The victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
Last Edited: 2009-05-25 15:29:27
May 25 2009 15:27 GMT
#24
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?
ggyo...
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2009-05-25 18:02:46
May 25 2009 18:01 GMT
#25
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.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
YPang
Profile Blog Joined April 2007
United States4024 Posts
May 25 2009 23:54 GMT
#26
dude holyshit nice... I used to be an avid blender user too but stopped T_T
sMi.Gladstone | BW: B high| SC2: gold T_T
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
Last Edited: 2009-05-26 01:37:52
May 26 2009 01:11 GMT
#27
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.
twitter: @terrancem
anderoo
Profile Blog Joined March 2008
Canada1876 Posts
May 26 2009 01:12 GMT
#28
that looks so badass
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
May 26 2009 04:37 GMT
#29
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.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
[Fin]Vittu
Profile Blog Joined March 2008
Canada507 Posts
May 26 2009 05:26 GMT
#30
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.
The "Finnish Metal Terran"
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
May 26 2009 06:35 GMT
#31
On May 26 2009 13:37 VIB wrote:
Show nested quote +
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.

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.
twitter: @terrancem
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
May 26 2009 06:46 GMT
#32
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.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
snorlax
Profile Blog Joined December 2008
United States755 Posts
Last Edited: 2009-05-26 06:58:39
May 26 2009 06:58 GMT
#33
cliffs look to high up to me also the mineral on the ramp looks a bit off otherwise I like it
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
May 26 2009 07:14 GMT
#34
It looks amazing, but the camera work is drunk
I'm serious
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
May 26 2009 08:23 GMT
#35
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.
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
May 26 2009 14:16 GMT
#36
when comes the next version of ur work? :D
its cool
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
poilord
Profile Blog Joined January 2007
Germany3252 Posts
May 26 2009 15:35 GMT
#37
Looks really good! Keep on working
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
May 27 2009 14:47 GMT
#38
On May 26 2009 23:16 MasterReY wrote:
when comes the next version of ur work? :D
its cool
Right now:
+ Show Spoiler +
http://www.youtube.com/watch?v=Kr-0KAf88Hc

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.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
May 27 2009 15:47 GMT
#39
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.
twitter: @terrancem
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
May 28 2009 02:13 GMT
#40
great :D:D:D:D
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
kawoq
Profile Joined November 2005
Guatemala357 Posts
May 28 2009 22:25 GMT
#41
wow... great work...

all I wanted to said was said already so just good luck with your project!
"It is not a shameful thing to be unable to reach the goal. It's becoming afraid and running away, even before considering the fact that the road is long and rough, that is truly cowardly." by - Lim Yo Hwan aka SlayerS_Boxer from "Crazy as me"
Xeofreestyler
Profile Blog Joined June 2005
Belgium6771 Posts
May 28 2009 23:02 GMT
#42
Sweet.

Just have to tone down the wireframe, make the slopes more visible and please for the love of god change the camera :D
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