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Russian Federation4295 Posts
One of the Hybridic Settings features was nice animation of creep spread (and some customization around it), that was introduced with StarCraft 2 engine. Because those settings were blocked by Blizzard after 1.5.0, you're never able to use these settings anymore, but one of the options to slighty customize creep looking is still works. Tested day ago in HotS Beta.
On low settings you have no animation for creep spread, it's just similar to WarCraft 3 creep spread animation for Undeads and to StarCraft: BroodWar spread animation, where you had non-animated blocks of static creep picture.
Not much options to customize Zerg creep still here, because it checks every time variables.txt in your Documents and brings back many options to their default state. But you still can change sharpness of Zerg creep and animation.
Textures: Low Terrain: Low (shut downs wiggling and jiggling animation of creep) Variables.txt -> creeptrans=1
Pros: No animation on creep. Easier to spot cloaked and probably burrow-moving units on creep. Looks similar to BroodWar creep with smooth edges. Cons: Everything is blurred and not that sharp. Low textures aren't that good.
Textures: Medium or High or Ultra Terrain: Low (shut downs wiggling and jiggling animation of creep) Variables.txt -> creeptrans=0
Pros: No animation on creep. Easier to spot cloaked and probably burrow-moving units on creep. Game is not blurred and uses normal resolution for textures. The higher you set Textures, the sharper will be creep edges. The best compromisse between smoothless of creep edges and sharpness of all textures (terrain, buildings, units, etc) is on Medium textures. Cons: Extremely sharp and not that nice creep edges.
Textures: Medium Terrain: Low (shut downs wiggling and jiggling animation of creep) Variables.txt -> creeptrans=1
Pros: No animation on creep. Easier to spot cloaked and probably burrow-moving units on creep. Previous variant with creeptrans set to 1. This option in variables adds shadow under creep, making edges a bit less sharp, but they're still looking good. Cons: No cons.
Textures: High or Ultra Terrain: Low (shut downs wiggling and jiggling animation of creep) Variables.txt -> creeptrans=1
Pros: No animation on creep. Easier to spot cloaked and probably burrow-moving units on creep. Same as previous variant with creeptrans set to 1. This option in variables adds shadow under creep, making edges a bit less sharp, but they're still looking good. Cons: No cons. Requires a bit more video memory, than previous variant.
If you want to bring back creep animation, just set in Graphic options Terrain from Low to Medium or Higher. Really there is no difference between Medium and higher terrain.
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I think the core of the problem is simple: creep is too shiny. It feels like beams hiting the eyes, and the only solution is set shaders to low but the con is low textures We want: good textures + no SUPER bright shiny light
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Russian Federation4295 Posts
I think the core of the problem is simple: creep is too shiny. It feels like beams hiting the eyes, and the only solution is set shaders to low but the con is low textures We want: good textures + no SUPER bright shiny light Before 1.5.0 it was possible to turn off all shiny effect in the game. After 1.5.0 it's impossible to remove shiny effect, because Blizzards added checker for that option. So if you want to remove shiny effect, only thing you can do is to set SHaders to low, with saying "Bye" to shadows and HDR-ligting
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static creep definitely makes cloak easier to spot but for some reason I have a way easier time seeing burrowed units on ultra with the bouncing rock animations even with the creep wiggling and jiggling around.
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Russian Federation4295 Posts
On November 19 2012 03:10 DanLee wrote: static creep definitely makes cloak easier to spot but for some reason I have a way easier time seeing burrowed units on ultra with the bouncing rock animations even with the creep wiggling and jiggling around. You can have static creep in Ultra settings too. As I said, it's easier to spot cloaked/burrow-moving units on static ground rather than on "everywhere wiggling and jiggling around" ground
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On November 19 2012 02:34 Existor wrote:Show nested quote +I think the core of the problem is simple: creep is too shiny. It feels like beams hiting the eyes, and the only solution is set shaders to low but the con is low textures We want: good textures + no SUPER bright shiny light Before 1.5.0 it was possible to turn off all shiny effect in the game. After 1.5.0 it's impossible to remove shiny effect, because Blizzards added checker for that option. So if you want to remove shiny effect, only thing you can do is to set SHaders to low, with saying "Bye" to shadows and HDR-ligting
I know it =(, my post was some sort of "blizz plz make it happen"
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Sorry for hijacking this thread a bit, but does anybody know if there is a way of keeping shaders to medium or high while at the same time having the "blob" shadows under units, only seen with low shading? I can't stand those "side-shadows".
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Russian Federation4295 Posts
On November 19 2012 06:28 Psychobabas wrote: Sorry for hijacking this thread a bit, but does anybody know if there is a way of keeping shaders to medium or high while at the same time having the "blob" shadows under units, only seen with low shading? I can't stand those "side-shadows". After 1.5.0 shadows are fully connected to shaders. It means that you can't have normal shadows on low (Hybridic settings) or vice-versa, low-shadows on Medium or Higher shader settings
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