first thing is that, even it looks simple to you, it doesn't to us. So in the tutorial it is important that you point out each step and talk to us (or write) like you think we know nothing :p
like the first hit in the little battle, the wave that is produced, where the screen kinda changes, that is so cool, and I don't even know how to get started,
these things are important to us.
Also, we can give comments on points were we don't understand or think it should change.
I teach stuff in English to companies, even if my mother tongue is not and it even took me a long time to decide to record a video so.. just saying
You just need to keep in mind that we love the stuff you do and we greatly appreciate you explaining it to us, any means necessary :p
Trieva, it's something I requested of Delph after noticing the Castanar tile texture in HybridTechpit.m3 remains stationary regardless of translation, rotation, and scale. Apparently, the uv maps to the world coordinates or some such.
With some generic planes and splats, I could batch produce assets for every terrain texture and release them with a tutorial, or one could even swap textures at runtime with actors. Either way, liberates users from the 8 terrain texture limit much as possible short of Blizz lifting the limit themselves.
I didn't realize you were making animations for SCU. That's quite a lot of animations you did for the marine alone.
On a somewhat unrelated note I'm not sure if you remember but we had a conversation a while back and you showed me a couple of methods to make a .m3a from an unaltered model work on an altered model. Have you come across an easier method for this? I have a number of animations I'd like to use on an edited model I have and the current methods take a bit. Just wondering here.
Thanx, been a big fan of the Diablo series forever.
finishing up the scripting for animations, lots of quaternion problems tough, first time for me ever to reverse engineer an animation format.
also the normal and specular maps for D3 are non existing, so I need to figure out something to make it work, like using the shaders. But I'm a total noob on shaders.
Hence.. once I've finished some models, I'll post them on my thread.
Some advice:
When I saw the time ( more than 1 hour ) I normally don't even look at it, ( no worries, I looked the full hour straight thru)
So you could cut it up into pieces, easier to redo if you watch it later and find some mistakes.
Easier for people to look at so they can follow and pick up later if they want.
Hope you like that blood drop effect~ Now I have found more and more models which exported from Star tools can't be read by the m3plugin, maybe using max files instead m3 as attachments could be better.
Here is new Captain Blizzard, I have used HOTS Raynor's armor to replace WOL‘s armor, looks much better now.
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Hey Delphinium,
first thing is that, even it looks simple to you, it doesn't to us. So in the tutorial it is important that you point out each step and talk to us (or write) like you think we know nothing :p
like the first hit in the little battle, the wave that is produced, where the screen kinda changes, that is so cool, and I don't even know how to get started,
these things are important to us. Also, we can give comments on points were we don't understand or think it should change.
I teach stuff in English to companies, even if my mother tongue is not and it even took me a long time to decide to record a video so.. just saying
You just need to keep in mind that we love the stuff you do and we greatly appreciate you explaining it to us, any means necessary :p
So keep up this great stuff!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Trieva, it's something I requested of Delph after noticing the Castanar tile texture in HybridTechpit.m3 remains stationary regardless of translation, rotation, and scale. Apparently, the uv maps to the world coordinates or some such.
With some generic planes and splats, I could batch produce assets for every terrain texture and release them with a tutorial, or one could even swap textures at runtime with actors. Either way, liberates users from the 8 terrain texture limit much as possible short of Blizz lifting the limit themselves.
Here are two new ships model, I recorded the tutorial tonight but the voice is too small, I will try one more time tomorrow...
Tron SC2 Style BABY, yeah !!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Thanks, I told my friends about your D3 format research, they are all exciting. Excellent work Taylormouse.
Here is another model/animation, I copy the scene from "the Rock".
@Delphinium1987: Go
Oh Nicolas Cage what will he do next? Nice looking flares though!
@JacktheArcher: Go
He will be blown away and fall into the ocean by a bomb. We are planning to add a mission like "The Rock" in our game.
Now all animation packs for SCU are finished, I can do more things for nanakey now.
@Delphinium1987: Go
Lol quite the opposite ending of "The Rock".
I didn't realize you were making animations for SCU. That's quite a lot of animations you did for the marine alone.
On a somewhat unrelated note I'm not sure if you remember but we had a conversation a while back and you showed me a couple of methods to make a .m3a from an unaltered model work on an altered model. Have you come across an easier method for this? I have a number of animations I'd like to use on an edited model I have and the current methods take a bit. Just wondering here.
@Delphinium1987: Go
Thanx, been a big fan of the Diablo series forever.
finishing up the scripting for animations, lots of quaternion problems tough, first time for me ever to reverse engineer an animation format.
also the normal and specular maps for D3 are non existing, so I need to figure out something to make it work, like using the shaders. But I'm a total noob on shaders.
Hence.. once I've finished some models, I'll post them on my thread.
First one up is Adria.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
[[]
Hi, I have finished this tutorial about effects models in Star tools. Next time I will try to make it better.
@Delphinium1987: Go
Awesome tutorial!
10/10
Great and devoted into the work as always, I'm sure many will benefit from it as there was nothing like that so far.
@Eimtr: Go
@GhostNova91: Go
Thanks GhostNova and Eimir, I remembered that someone asked me about water flow effects before, and there is an example.
@Delphinium1987: Go
I asked about the water effects. I must say that looks pretty great! Just what I'd expect to see coming out of a fire hose.
@JacktheArcher: Go
Thanks, I hope you like it :)
Here is another model I created for magical items.
Hey Delphinium, very nice tutorial man!!
Some advice: When I saw the time ( more than 1 hour ) I normally don't even look at it, ( no worries, I looked the full hour straight thru) So you could cut it up into pieces, easier to redo if you watch it later and find some mistakes. Easier for people to look at so they can follow and pick up later if they want.
For the rest, thumbs up!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Great thanks TaylorMouse, I love that toad so much. (Just added the HitTests and Attachments into it)
NanaKey‘s new UI panel.
Omg, I can't believe I actually forgot that!! Sorry man
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Hope you like that blood drop effect~ Now I have found more and more models which exported from Star tools can't be read by the m3plugin, maybe using max files instead m3 as attachments could be better.
Here is new Captain Blizzard, I have used HOTS Raynor's armor to replace WOL‘s armor, looks much better now.