On July 05 2011 13:15 Antares777 wrote:
I have no idea. No one has explained it to me either :S
I have no idea. No one has explained it to me either :S
be patient, young padawans!
we are working on it. expect more info in a few days :D
| Forum Index > SC2 Maps & Custom Games |
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lefix
Germany1082 Posts
On July 05 2011 13:15 Antares777 wrote: Show nested quote + On July 05 2011 12:02 Holiver wrote: What is this TPW & LoS business about? A bunch of quality mapmakers who colaborate? I have no idea. No one has explained it to me either :S be patient, young padawans! we are working on it. expect more info in a few days :D | ||
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ihasaKAROT
Netherlands4730 Posts
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eTcetRa
Australia822 Posts
Awaiting lefix........ ![]() | ||
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Ragoo
Germany2773 Posts
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Grebliv
Iceland800 Posts
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Ragoo
Germany2773 Posts
On July 06 2011 00:30 Grebliv wrote: oops missed this, didn't realize the submission date was so soon :/ Nooo, I really want to see a new map from you :C | ||
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Grebliv
Iceland800 Posts
On July 06 2011 01:40 Ragoo wrote: Show nested quote + On July 06 2011 00:30 Grebliv wrote: oops missed this, didn't realize the submission date was so soon :/ Nooo, I really want to see a new map from you :C i'll try to submit something next month and perhaps something "iccuppy" if stuff works out. | ||
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FlopTurnReaver
Switzerland1980 Posts
+ Show Spoiler + ![]() Wtf is this?? Edit: Ok I guess the shadows they produce look pretty cool^^ | ||
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Archvil3
Denmark989 Posts
On July 06 2011 06:35 FlopTurnReaver wrote: Another reason why we demand that mapfile: + Show Spoiler + ![]() Wtf is this?? My eyes may delude me but it looks like trees | ||
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SmashHammer
United States148 Posts
EDIT: For those who want to see what I mean there are examples in the map thread. | ||
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Randomaccount#77123
United States5003 Posts
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Ragoo
Germany2773 Posts
On July 06 2011 06:42 SmashHammer wrote: Haha, my secret is out. I used those floating trees to make leafy shadows cover the map in order to create contrast and give it a forest vibe. On low graphic settings they don't do anything but on medium (with shader quality to high) or higher they create a canopy effect. EDIT: For those who want to see what I mean there are examples in the map thread. Wow that's ingenious :O | ||
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Mereel
Germany895 Posts
On July 06 2011 07:23 Ragoo wrote: Show nested quote + On July 06 2011 06:42 SmashHammer wrote: Haha, my secret is out. I used those floating trees to make leafy shadows cover the map in order to create contrast and give it a forest vibe. On low graphic settings they don't do anything but on medium (with shader quality to high) or higher they create a canopy effect. EDIT: For those who want to see what I mean there are examples in the map thread. Wow that's ingenious :O OMG thats brilliant......i will totally steal that! | ||
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Antares777
United States1971 Posts
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Icetoad
Canada262 Posts
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FlopTurnReaver
Switzerland1980 Posts
But who plays on anything higher than low anyway ![]() | ||
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Icetoad
Canada262 Posts
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SmashHammer
United States148 Posts
While fiddling with the lighting I found that you can pretty much turn down/off (not sure of right word) the shadows from the trees. I turned them down to what I thought wasn't distracting but they can be almost totally removed while keeping the trees in place. | ||
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EatThePath
United States3943 Posts
On July 06 2011 09:35 Icetoad wrote: The thing that would be fun is having cloud effect, so the shadows move this would certainly add a flavor to a some map. I bet you could approximate this by using a similar floating giant doodad technique, then using triggers to make them slowly rotate/translate. Plus you can use triggers to adjust the lighting parameters themselves, to mimic cloud darkness passing by. I'm so gonna play with this now. | ||
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Icetoad
Canada262 Posts
, cause it would use trigger. | ||
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