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look of zealot Starcraft 2 - Page 3

Forum Index > SC2 General
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Xapti
Profile Joined April 2010
Canada2473 Posts
June 25 2010 06:40 GMT
#41
There's a reason units are low detail (pow poly in particular).

Maybe in 5-10 years when people have better PCs people can make better models, but for now it seems like a bad idea to me.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 25 2010 06:44 GMT
#42
On June 25 2010 15:40 Xapti wrote:
There's a reason units are low detail (pow poly in particular).

Maybe in 5-10 years when people have better PCs people can make better models, but for now it seems like a bad idea to me.


the thing is that its not that much higher in poly count. I think its the texture that makes it look that good. But i'll definitely have to try it in-game to see how it runs, but so far ive put a bunch of them as doodads on a map and the game runs fine for me.
Kill the Deathball
sevia
Profile Joined May 2010
United States954 Posts
June 25 2010 06:44 GMT
#43
Even if you scrollwheel all the way in, you can still barely make out the features on the smaller units like rines, lings and zealots. The updated head looks awesome if you're looking at a blown-up model like that, but in-game, the one they have is sufficient.

Props on the modding work though. With higher-detail models like this, I could see mappers making entirely new games out of SC2 (in the genres of action or even FPS). Starcraft units are way too cool looking not to.
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
June 25 2010 06:59 GMT
#44
looks like reach

+approve
ㅋㄲㅈㅁ
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
June 25 2010 07:03 GMT
#45
Modified looks so much better, great job
Hwaseung Oz fan for life. Swing out, always swing out.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
Last Edited: 2010-06-25 10:37:19
June 25 2010 09:53 GMT
#46
whoa, ignore this post, it glitched out on me.
Kill the Deathball
TheNomad
Profile Joined April 2010
United States134 Posts
June 25 2010 10:34 GMT
#47
Wow I really like it I wish this much detail was put into every unit, that is not at the cost of graphic lag!
im a roc
Profile Blog Joined April 2010
United States745 Posts
June 25 2010 12:24 GMT
#48
I think the reason that they didn't make it look more like your version is to keep polygon count down. Yours would probably cause a lot more lag in game, and Blizzard's rule has always been gameplay first.
Beware The Proxy Pool Rush
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 25 2010 12:29 GMT
#49
On June 25 2010 21:24 im a roc wrote:
I think the reason that they didn't make it look more like your version is to keep polygon count down. Yours would probably cause a lot more lag in game, and Blizzard's rule has always been gameplay first.


That is absolutely the reason they had it low poly, but my edited version really isn't that much heavier. Of course, nothing is proven until i bring it into the game as a unit and make a bunch of them and have a battle and see if it lags.

The guy developing the exporter said that he will post an updated version in 1 or 2 days which he says should fix my exporting problem. Then we will see how good it runs. If it lags then i will keep optimizing it.
Kill the Deathball
Klumaster
Profile Joined May 2010
United Kingdom36 Posts
June 25 2010 16:32 GMT
#50
You've also got to consider that if you're viewing it from way up the texture will probably be mipmapped right down to a grey smudge, which would then be a waste of texture memory (unless you're telling me that they've just got a high-res texture there already with no detail in it? Which would be silly but mistakes happen).
Also, subpixel-sized details could cause a lot of flicker if they start aliasing as the unit moves, so they might have just tried to create the impression of what you'd expect the character to look like from a distance, while keeping everything >1 pixel.
Still, all to be proven by a test in the engine!
The thief, Black Leaf, did not find the poison trap, and I declare her dead.
Palm
Profile Joined May 2010
Australia18 Posts
Last Edited: 2010-06-26 02:13:20
June 25 2010 20:40 GMT
#51
As Klumaster has mentioned, there is far more to consider when it comes to performance than just poly-count. As we push more and more into shader driven effects, the demand for texture centric resources grows ever higher.

The unit models in Starcraft 2 uses a multitude of textures amalgamated together outside the default rendering pipeline via .FX shaders. Diffuse, Normal, Emissive and Specular maps, just to name a few. In fact the default Zealot model uses ten textures in total, ranging from 64x128 to 512x512 resolutions, and that's just to get the look we see currently in game.

The Portrait model uses a further four 1024x1024 textures. Add in another eight textures for each and every texture already mentioned (Mipmapping) each a fourth of the total area of the previous (e.g. Base 1024x1024 image > 512x512 > 256x256 > 128x128 > 64x64 > 32x32 > 16x16 > 8x8 > 4x4 > 1x1) and you can start to see how things can get pretty resource heavy very quickly (both texture and "processing power"), especially in a strategy game like SC2 with multitudes of units, terrain and buildings being rendered at once.

All of that aside, would I like to see the new version in game? No all that fussed really. It would be difficult to fully appreciate the extra detail at the default camera distance. I'm quite happy with the current Zealot model, up close it may not look very "realistic" but I will take a stab and assume most players rarely stop to admire the view in the midst of a competitive game anyway.

Measuring a models suitability from just poly-count alone is like assessing a players skill in WoW via gear-score or from a SC players APM. It's only a small piece(some would say insignificant) of what really makes a player able to perform well, not the only piece.
FreshVegetables
Profile Blog Joined January 2010
Finland513 Posts
June 25 2010 20:48 GMT
#52
I voted modified version. It just looks more beliavable and detailed.
yummy tomatoes
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 25 2010 20:54 GMT
#53
On June 26 2010 05:40 Palm wrote:
As Klumaster has mentioned, there is far more to consider when it comes to performance then just poly-count. As we push more and more into shader driven effects, the demand for texture centric resources grows ever higher.

The unit models in Starcraft 2 uses a multitude of textures amalgamated together outside the default rendering pipeline via .FX shaders. Diffuse, Normal, Emissive and Specular maps, just to name a few. In fact the default Zealot model uses ten textures in total, ranging from 64x128 to 512x512 resolutions, and that's just to get the look we see currently in game.

The Portrait model uses a further four 1024x1024 textures. Add in another eight textures for each and every texture already mentioned (Mipmapping) each a fourth of the total area of the previous (e.g. Base 1024x1024 image > 512x512 > 256x256 > 128x128 > 64x64 > 32x32 > 16x16 > 8x8 > 4x4 > 1x1) and you can start to see how things can get pretty resource heavy very quickly (both texture and "processing power"), especially in a strategy game like SC2 with multitudes of units, terrain and buildings being rendered at once.

All of that aside, would I like to see the new version in game? No all that fussed really. It would be difficult to fully appreciate the extra detail at the default camera distance. I'm quite happy with the current Zealot model, up close it may not look very "realistic" but I will take a stab and assume most players rarely stop to admire the view in the midst of a competitive game anyway.


I was recently able to get it in game as a unit. So I tested a battle and went smoothly. The reason I havnt posted it yet is because I can't get the ponytail to appear. Hope to fix that soon.

My comp is a little on the nice side tho, not amazing but nice. I'd like to see how it affects someone with a not so good comp. Although if the game already lags for u, this isn't gonna help.
Kill the Deathball
3FFA
Profile Blog Joined February 2010
United States3931 Posts
June 25 2010 20:55 GMT
#54
On June 25 2010 15:59 Last Romantic wrote:
looks like reach

+approve

Awww you beat me to it!

+ approve a million times^^

Also, pm the guy that put that up on youtube and see if he can help you.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Palm
Profile Joined May 2010
Australia18 Posts
Last Edited: 2010-06-25 23:03:16
June 25 2010 21:13 GMT
#55
The reason I havnt posted it yet is because I can't get the ponytail to appear. Hope to fix that soon.


Since the Zealot ponytail is treated differently to the rest of the model (physics applied to allow it to wave about based on the Zealots accelerated motion) the engine itself appends its own ponytail model to the Zealot. I think Blizzards Dev's refer to them as "Ribbons" (Ponytails, Corrupter tentacles etc). It's my guess that the engine just references a specific bone in the Zealots model and attaches the end of the "Ribbon" to it's position. I would assume you removed this bone when deleting parts of the standard unit to make way for the portrait head. So it should be an easy fix to just create a new bone in the position required, that shares the same name as the old bone before it was deleted. Try calling it "Star2Ribbon01" and see how that goes.

My comp is a little on the nice side tho, not amazing but nice. I'd like to see how it affects someone with a not so good comp. Although if the game already lags for u, this isn't gonna help.


I doubt anyone would notice any difference from just one model, I was more referring to the accumulative effect of adding fine details to every model and the performance problems you would have as a result. Just throwing it out there really.
Myv382
Profile Joined May 2010
China31 Posts
June 25 2010 21:18 GMT
#56
Modified looks amazing, but I doubt my computer would be able to handle it.

It lags already even when I turn all the video settings lowest.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
Last Edited: 2010-06-26 04:05:37
June 26 2010 04:01 GMT
#57
On June 26 2010 06:13 Palm wrote:
Show nested quote +
The reason I havnt posted it yet is because I can't get the ponytail to appear. Hope to fix that soon.


Since the Zealot ponytail is treated differently to the rest of the model (physics applied to allow it to wave about based on the Zealots accelerated motion) the engine itself appends its own ponytail model to the Zealot. I think Blizzards Dev's refer to them as "Ribbons" (Ponytails, Corrupter tentacles etc). It's my guess that the engine just references a specific bone in the Zealots model and attaches the end of the "Ribbon" to it's position. I would assume you removed this bone when deleting parts of the standard unit to make way for the portrait head. So it should be an easy fix to just create a new bone in the position required, that shares the same name as the old bone before it was deleted. Try calling it "Star2Ribbon01" and see how that goes.

Show nested quote +
My comp is a little on the nice side tho, not amazing but nice. I'd like to see how it affects someone with a not so good comp. Although if the game already lags for u, this isn't gonna help.


I doubt anyone would notice any difference from just one model, I was more referring to the accumulative effect of adding fine details to every model and the performance problems you would have as a result. Just throwing it out there really.


nope, it didnt work for me

My guess is that its the dummies. I'm not sure what a dummy is but they look like green boxes surrounding some of the bones. The M3 exporter won't let me export anything but bones and a mesh, so i have to delete them in order to export. Its probably there that info gets lost. Hopefully with his new exporter version coming real soon this problem will be fixed.

Thank you though for the help

EDIT: nvm i just got word that its just the exporter that currently doesn't support ribbons. Just gotta wait for a new version
Kill the Deathball
Palm
Profile Joined May 2010
Australia18 Posts
Last Edited: 2010-06-26 04:34:00
June 26 2010 04:29 GMT
#58
nvm i just got word that its just the exporter that currently doesn't support ribbons. Just gotta wait for a new version


Yep, I just stumbled upon your conversation with Nintoxicated01 over on sc2mapster.com just now . I tested directly importing and exporting a model with no manipulation beforehand and found that there were still no particle or ribbon effects, so I was beginning to assumed it was an issue with the importer/exporter. Good to hear the script will be getting support soon.

Ichabod
Profile Joined May 2010
United States1659 Posts
June 26 2010 04:55 GMT
#59
Zerglingsaurs ftw
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 26 2010 06:03 GMT
#60
On June 26 2010 13:29 Palm wrote:
Show nested quote +
nvm i just got word that its just the exporter that currently doesn't support ribbons. Just gotta wait for a new version


Yep, I just stumbled upon your conversation with Nintoxicated01 over on sc2mapster.com just now . I tested directly importing and exporting a model with no manipulation beforehand and found that there were still no particle or ribbon effects, so I was beginning to assumed it was an issue with the importer/exporter. Good to hear the script will be getting support soon.



yeah, im not quite sure whether the next release will support ribbons though, since he said in the "future"

Updated OP with in-game unit shots. Pretty much done except for the missing ponytail.
Kill the Deathball
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