I'm back from vacations, and resume retexturing wow models to sc2 textures. I can't stop making allusions to other games, and one of my units will be a conjurer from the first warcraft, and this creature will be the scorpion he summons:
The problem is that the spawnable particle ignores its speed value, like speed = 0. Haven't you had this issue? I had to use gravity to move the collision-spawned flame up.
...And created another model, a mechanical bufferfly. It changes colors dependently on the angle of view. While experimenting, found out, that it's possible to create a holographic effect with multiangle dynamical rainbowish tinting.
Yes, that's true, I tried some similar ideas on Ver 24444, but only returned a bug (it's fixed in Ver 25448) and destoryed my little "weather ball"...with environment map the "weather ball" model designed to focus the image inside itself which looks like 3D object and can rotation through different camera angle.
I haven't tried custom map/ogv in Ver 25448, but with official textures it could work.
And I made another version of bufferfly, with the new material. It look just differently colored on image, but in animation it look much better, recoloring through multiple colors with every move.
For metals, there is another approach. Like I used in this melee tank unit. As emissive map in add mode Inverted specular map used with inverted fresnel with 0.1 - 0.15 exponent coefficient, and about 3 emissive multiplier of the material. Result - like there's another source of light, not just the specular one.
Hey Zolden, you can attach SpaceMineMissile model to Warhound arm (in 3d programm, not in sc2) and make something similiar to this but i think it could look even better!
I'm back from vacations, and resume retexturing wow models to sc2 textures. I can't stop making allusions to other games, and one of my units will be a conjurer from the first warcraft, and this creature will be the scorpion he summons:
And firestorm spell for the same unit. Making it in data would take more time than in art tools.
@Zolden: Go
Looks good~ The "spawn when collision" is very useful to simulate such an effect.
@Delphinium1987: Go
The problem is that the spawnable particle ignores its speed value, like speed = 0. Haven't you had this issue? I had to use gravity to move the collision-spawned flame up.
@Zolden: Go
In SC2, the spawn particle speed is controllable, also maybe you can set a channel and add a SC2 force field for your particles.
@Delphinium1987: Go
Thanks, I'll try.
...And created another model, a mechanical bufferfly. It changes colors dependently on the angle of view. While experimenting, found out, that it's possible to create a holographic effect with multiangle dynamical rainbowish tinting.
@Zolden: Go
Yes, that's true, I tried some similar ideas on Ver 24444, but only returned a bug (it's fixed in Ver 25448) and destoryed my little "weather ball"...with environment map the "weather ball" model designed to focus the image inside itself which looks like 3D object and can rotation through different camera angle.
I haven't tried custom map/ogv in Ver 25448, but with official textures it could work.
Look forward for your experiments.
@Delphinium1987: Go
Yea, Environmental map in earlier version used to crash if you forget to pick cubic uv coords ;/
But my idea wasn't based on environment map, it's just a combination of standart + inverted fresnel materials within a composite material.
I used creep normal and applied it to a sphere, and to a asteroid shaped object:
And I made another version of bufferfly, with the new material. It look just differently colored on image, but in animation it look much better, recoloring through multiple colors with every move.
@Zolden: Go
That's pretty awesome, That could probably be used with metals too, just different shades of one color.
@JacktheArcher: Go
For metals, there is another approach. Like I used in this melee tank unit. As emissive map in add mode Inverted specular map used with inverted fresnel with 0.1 - 0.15 exponent coefficient, and about 3 emissive multiplier of the material. Result - like there's another source of light, not just the specular one.
That tank just feels wrong.... just wrong...
@phanalax128: Go
Mind to verbalize your feelings? Maybe you just afraid that one day this tank will come punch you? Or maybe it's another penis allusions?
How about this guy? (I really needed melee mech units)
Hey Zolden, you can attach SpaceMineMissile model to Warhound arm (in 3d programm, not in sc2) and make something similiar to this but i think it could look even better!
Yes, it could, I just don't use campaign/hots dependencies in actual map.
@Zolden: Go
You've been playing too much Saints Row, haven't you, lol?
The tank is really fun, punch your enemy's face.
@DeltaCadimus: Go
I'm afraid, it's imprecise assumption, I don't even know what is it.
So many mech models can be constructed out of siege tank components!
For this machine I implemented turret behavior to both yaw and pitch to the target.
Great model indeed.