and the Mana pools at 250 maximum as it should be?
75/200 is only sc2
Forum Index > SC2 Maps & Custom Games |
nalgene
Canada2153 Posts
and the Mana pools at 250 maximum as it should be? 75/200 is only sc2 | ||
MavercK
Australia2181 Posts
On December 10 2010 23:22 nalgene wrote: You have the Mana researches at 62.5 Base Mana after Unit is built and the Mana pools at 250 maximum as it should be? 75/200 is only sc2 yes. | ||
Superiorwolf
United States5509 Posts
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MavercK
Australia2181 Posts
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Lucius2
Germany548 Posts
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MavercK
Australia2181 Posts
when they are done they should appear at http://www.youtube.com/user/MavercKZ3R0?feature=mhum | ||
Pulimuli
Sweden2766 Posts
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danielrh
34 Posts
Let me know what you think. Maverck: versions of the mod and map that use it are here http://www.sc2mapster.com/maps/sc12-total-conversion/files/ If you need any help at all getting it picture perfect in SC2BW let me know: I'm happy to offer realtime help or actually modify the map itself. For those of you who are curious how I did this: for me when I have a hammer, everything looks like a nail. My hammer has been to modify vertex coordinates of meshes directly without touching the rest of the file. I used this to chop off the guardian tail and dragoon head by collapsing those vertices to 0,0,0 Well for the scout, phoenix and viking: I simply collapsed *all* vertices to 0,0,0. That left only the particle effects. So I had a separate .m3 file with only engine effects. Then I configured starcraft to have 2 actors whenever Valkyries, corsairs or arbiters were created (one for the model, one for the orphan flame). Then I scaled the flames to match the engine outlets. The last trick was to get the corsair gun locations right. I copied the respective bone matrices from the corsair model into the lopped-off scout model to accomplish this. It meant I had to change the weapon outlets to match the scouts' weapon outlets (Left/Right) in the editor. Anyhow hope you guys enjoy: and let me know if you want orphaned particle effects from any other models in SC2 and I can hand you the .m3 files. | ||
MasterReY
Germany2708 Posts
At the arbiter they are also fine, but at the corsair they are too big. I mean the "trail" is too long. The corsair in BW never had any visible trail. Just the blue lights in the back. Maybe they are also a BIT too long for arbiter. But good work ! A bit polishing and i think MavercK should also include these ! | ||
danielrh
34 Posts
The funny thing is: the corsair looks perfect in low detail setting: I think they only activate the lights without generating the flames ;-) The only way I can think of reducing the length of the engine trails with my hammer/mechanism is moving the corsair model forward so its pivot point is exactly where the engines should be, then reducing the y actor scale on the flame model so that it is scaled to the point where the flame never gets long. I personally like the new effect, but I know Maverck is going for perfection on the SC1 remake side of things, so I'll leave it up to his judgement if he uses the new corsair effect. Simple glowey engine lights could certainly be done with the already-functional animation system in the 3dsmax exporter (one bone per engine, glowmap that's bright for engine and 2 spheres pegged to the engine bone that instantly deploy when move animation is on) and that might be a cleaner solution for the corsair if the animation is undesirable :-) | ||
Essbee
Canada2371 Posts
On December 13 2010 08:46 danielrh wrote: Hey folks: I added engine flames to the valkyrie, corsair and arbiter. I think it adds some polish to the models that really makes 'em shine. http://www.youtube.com/watch?v=qC8fss0g9c0 Let me know what you think. Maverck: versions of the mod and map that use it are here http://www.sc2mapster.com/maps/sc12-total-conversion/files/ If you need any help at all getting it picture perfect in SC2BW let me know: I'm happy to offer realtime help or actually modify the map itself. For those of you who are curious how I did this: for me when I have a hammer, everything looks like a nail. My hammer has been to modify vertex coordinates of meshes directly without touching the rest of the file. I used this to chop off the guardian tail and dragoon head by collapsing those vertices to 0,0,0 Well for the scout, phoenix and viking: I simply collapsed *all* vertices to 0,0,0. That left only the particle effects. So I had a separate .m3 file with only engine effects. Then I configured starcraft to have 2 actors whenever Valkyries, corsairs or arbiters were created (one for the model, one for the orphan flame). Then I scaled the flames to match the engine outlets. The last trick was to get the corsair gun locations right. I copied the respective bone matrices from the corsair model into the lopped-off scout model to accomplish this. It meant I had to change the weapon outlets to match the scouts' weapon outlets (Left/Right) in the editor. Anyhow hope you guys enjoy: and let me know if you want orphaned particle effects from any other models in SC2 and I can hand you the .m3 files. This is very cool. ![]() | ||
HowardRoark
1146 Posts
The vods I have seen looks more interesting than SC2. There are the old intensity of the battles, the unique units that are above and beyond the travesty that are the SC2 units (hellion, immortal, corruptor, damn are they badly designed). Even how units of complete opposites work so well together compared to the ugly ball vs ball fights of SC2 (unless its not an all in). The constant action of BW makes me so sad, because Blizzard is as we speak about to kill the BW pro scene. Perhaps if we get TL in on this, this mod or something similar could go past SC2 (I am dreaming) for a pro scene that wont die in a year. I am terrified to go back watching PvT on SC2 after these vods, it is just so uninteresting to watch ![]() | ||
MavercK
Australia2181 Posts
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Zelniq
United States7166 Posts
On October 07 2010 00:46 MavercK wrote: going to publish a new version tommorow or sometime soon. heres the changes so far. 2 Sets of Hotkeys available. accessible through the Options Menu *NOTE* THIS WILL CHANGE YOUR HOTKEYS FOR NORMAL/LADDER GAMES ASWELL. DO NOT FORGET TO CHANGE THEM BACK Hotkeys on F1>F4 are all removed Control+F1>F4 now Save Camera Location F1>F4 now recall Camera Location i want to do this for the map im working on, but I can't figure out how you did this. looked all over your map.. i'm pretty newb at map editor ![]() also is it ok if i copy your hardcore triggers? the map im trying to make is basically sc2 without macro mechanics (like mules, spawn larva, chrono, etc) as well as NO MBS/automining | ||
MavercK
Australia2181 Posts
On December 13 2010 11:23 Zelniq wrote: Show nested quote + On October 07 2010 00:46 MavercK wrote: going to publish a new version tommorow or sometime soon. heres the changes so far. 2 Sets of Hotkeys available. accessible through the Options Menu *NOTE* THIS WILL CHANGE YOUR HOTKEYS FOR NORMAL/LADDER GAMES ASWELL. DO NOT FORGET TO CHANGE THEM BACK Hotkeys on F1>F4 are all removed Control+F1>F4 now Save Camera Location F1>F4 now recall Camera Location i want to do this for the map im working on, but I can't figure out how you did this. looked all over your map.. i'm pretty newb at map editor ![]() been awhile since i did it but. you have to use an MPQ Extractor and manually edit the GameHotkeys.txt file in enUS.SC2Data folder you'll then see all your hotkeys Button/Hotkey/BuildValkyrie=Y Button/Hotkey/BuildValkyrie_SC1=A for the profiles they use that code thing on the end. the "_SC1" this can actually be done ingame through the text editor (see below) but if you add new buttons to the map you will have to manually add the entries. as for specifically what you asked about the F1>F4 keybinds. can be done in the map editor. ![]() | ||
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Zelniq
United States7166 Posts
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MavercK
Australia2181 Posts
On December 13 2010 16:13 Zelniq wrote: Correct me if I'm wrong but I believe you didn't change the scanner sweep. I'm pretty sure in BW, Comsat Station's scanner sweep reveals a considerably smaller area, for a shorter time, than SC2's Orbital Scanner Sweep. i agree. i havn't been able to find much information on this however testing it in sc1 the only real difference i can find is sc2 scan is about 2-3 seconds longer. that is all. | ||
Phyrigian
New Zealand1332 Posts
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virusak
Czech Republic344 Posts
I have one questino though - what up with the shooting shuttle? several times the shuttle seems to be shooting on the tanks? | ||
MavercK
Australia2181 Posts
On December 13 2010 16:49 3xiLe wrote: Show nested quote + On December 13 2010 11:21 MavercK wrote: http://www.youtube.com/watch?v=V6OuJj64-kM http://www.youtube.com/watch?v=TBvp7tlSo9E Oh no not that game i thought you were putting in the pvp one ![]() i thought you were going to gg after that initial attack, so i slacked off >.> i didn't FPVOD that game however ![]() it's still pretty entertaining from my PoV desperately trying to survive. i might record it tonight however | ||
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