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look of zealot Starcraft 2 - Page 5

Forum Index > SC2 General
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Orange Goblin
Profile Joined May 2010
218 Posts
June 30 2010 00:10 GMT
#81
It will be banned, guaranteed. And it makes sense to ban it.

It's easily exploitable.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 30 2010 00:14 GMT
#82
On June 30 2010 08:28 ZeroCartin wrote:
So let me guess. That head texture itself has a 1024x1024 or 512x512 size. Am I right? whats the polycount? Is the head using the normal map?


Currently the texture for the head itself is 512x512. The head is also using its own normal map, emissive map, and specular map.

I have not gotten around to combining the textures so that it requires just one of each map. I'll probably get to that once find out if it'll even work on ladder. So far i have only tested it with in replays and through the map editor and games vs the computer. All offline though.

i havn't checked what it is currently, i can't remember if i lowered it anymore or not, but not that long ago the old zealot vertices count was 3130 and the modified one was 3856.
Kill the Deathball
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 30 2010 00:18 GMT
#83
On June 30 2010 09:10 Orange Goblin wrote:
It will be banned, guaranteed. And it makes sense to ban it.

It's easily exploitable.


I can only think of one thing, and that is that you make a unit like the ghost into a sphere so that you can more easily distinguish it from the marines in the enemies bio ball. Making it easier to feedback and stuff. However you can't make the model be visible when cloaked and exploit it in that way. Not that i know of i guess. You also don't have to worry about an opponent making their units look weird because only he will see them. But idk, maybe theres something im not thinking about?
Kill the Deathball
alucardme87
Profile Joined July 2009
Vietnam25 Posts
June 30 2010 07:16 GMT
#84
On June 30 2010 09:14 pzea469 wrote:
Show nested quote +
On June 30 2010 08:28 ZeroCartin wrote:
So let me guess. That head texture itself has a 1024x1024 or 512x512 size. Am I right? whats the polycount? Is the head using the normal map?


Currently the texture for the head itself is 512x512. The head is also using its own normal map, emissive map, and specular map.

I have not gotten around to combining the textures so that it requires just one of each map. I'll probably get to that once find out if it'll even work on ladder. So far i have only tested it with in replays and through the map editor and games vs the computer. All offline though.

i havn't checked what it is currently, i can't remember if i lowered it anymore or not, but not that long ago the old zealot vertices count was 3130 and the modified one was 3856.

That's what i'm talking about, 3130 and 3856 are not so different.
Dicember12345
Profile Joined June 2010
United States28 Posts
June 30 2010 07:19 GMT
#85
can somebody make a modified SC2 that has crappier graphics than even the lowest settings.

seems that 1/5 of people playing sc2 have it on lowest settings and still have a hard time in bigger battles.
Silu
Profile Joined June 2010
Finland165 Posts
June 30 2010 07:33 GMT
#86
On June 30 2010 09:18 pzea469 wrote:
Show nested quote +
On June 30 2010 09:10 Orange Goblin wrote:
It will be banned, guaranteed. And it makes sense to ban it.

It's easily exploitable.


I can only think of one thing, and that is that you make a unit like the ghost into a sphere so that you can more easily distinguish it from the marines in the enemies bio ball. Making it easier to feedback and stuff. However you can't make the model be visible when cloaked and exploit it in that way. Not that i know of i guess. You also don't have to worry about an opponent making their units look weird because only he will see them. But idk, maybe theres something im not thinking about?


I guess you haven't played older FPS games much. If I get this right you could make so called "spike models", have units (better yet, mains to spot spawns and expansions) with long (like, LONG) sticks protruding in multiple directions - that way you can pretty much see where they are in the fog without scouting much at all. Not quite as good as a maphack but up there.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 30 2010 13:18 GMT
#87
On June 30 2010 16:33 Silu wrote:
Show nested quote +
On June 30 2010 09:18 pzea469 wrote:
On June 30 2010 09:10 Orange Goblin wrote:
It will be banned, guaranteed. And it makes sense to ban it.

It's easily exploitable.


I can only think of one thing, and that is that you make a unit like the ghost into a sphere so that you can more easily distinguish it from the marines in the enemies bio ball. Making it easier to feedback and stuff. However you can't make the model be visible when cloaked and exploit it in that way. Not that i know of i guess. You also don't have to worry about an opponent making their units look weird because only he will see them. But idk, maybe theres something im not thinking about?


I guess you haven't played older FPS games much. If I get this right you could make so called "spike models", have units (better yet, mains to spot spawns and expansions) with long (like, LONG) sticks protruding in multiple directions - that way you can pretty much see where they are in the fog without scouting much at all. Not quite as good as a maphack but up there.


wow never thought of that... That would be really gay. I wish somehow they let us edit the models but limit the size of the mesh somehow..... idk. I'm a huge fan of customization. Hopefully blizzard will give an alternative to certain or all units including the zealot
Kill the Deathball
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