My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
The textures are really lackluster and uninspired.
There seems to be no obvious innovation or even direction in the gameplay of your map.
Intent for unit variety is apparent, but it needs more work.
so, he's pretending to not getting the topic, and you're pretending to not getting his obvioulsy trolling intention? probably I should pretend that I don't get that you only pretending, and explain that he's just trolling
Well... I need to be honest: I dont really get what exactly you have done. But it's really incredible, so is there any chance on a more detailed explanaition?
I often have to deal with clueless beginners so I just assume nobody knows anything. My brother mentioned a potential flaw in your system with regards to the game engine rendering models at a distance from the camera. Try getting a unit to render what it sees and then scroll the camera a huge distance away while still selecting that unit.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
We've been trying to implement picture-in-picture system for a long time, since RTT for game world was discovered. The idea is to have one or more additional pictures from differnet cameras above the standard camera view that we see by default. Understand now?
It looked easy, it looked like there are lots of ways to do it, but there have alwasy been appearing awkward limitations, that never let us reach this possibility. Even Blizzard employees who used to visit our irc, were confused and didn't find a way to do it. So, I gave up a long time ago. And now it's just funny, that its first, possible, second, easy, and third, still tricky and implemented via unexpected mechanism.
Yes, there are 2 know flaws:
- the screen doesn't cover the whole map, so if we scroll far enough to reach its edge, picture will disappear
- screen doesn't have render priority over other models, so terrain mesh or high height models simply intersect the screen plane and seem to be above the rtt picture
You brother noticed one of these things, right? First one can be fixed by scaling the model up, and the second I don't know how to fix, but maybe it's possible.
He was referring to models far from the main camera viewscreen are not rendered so if you had a model looking there would doodads etc. still be visible.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Glad you have map ideas for this feature, will be interesting to see it used in game.
There are 7 RTT channels, so we can have 7 pictures simultaneously.
To not add cameras to all models, there's a way: one model with only a camera will be used for all units as a main model. And then the real unit models will be attached to this model.
Could I see a model similar to his one, that has all 6 or 7 rtt channels, that way i could see the difference, and begin getting ideas for what to do, and ask for the final model i'd want (probably a wall of tvs like in a security room with each one a different rtt channel)
So 1 2 3 are the only ones that matter by the looks of it. Also you can't use a portrait model of it to display the rtt channels. (then again I might have been doing it wrong, the void ray i tried to get it to show didn't work, but I've never been good with portraits)
I was thinking along the lines of showing the rtt model, and seeing if it would display the rtt channels on itself while it was in the portrait. But it looks like my hacks don't work. :(
Finally, found a way to implement nicely working picture in picture
How is it done?
A huge plane covers the whole map. It has RTT and Screen UV coordinates. Units have cameras. On "select" event unit's camera is used for RTT channel.
@Zolden: Go
That is a Cool Trippy Camera Effect on that PiP.
Bravo! That is impressive.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Amazing!
The textures are really lackluster and uninspired.
There seems to be no obvious innovation or even direction in the gameplay of your map.
Intent for unit variety is apparent, but it needs more work.
I give it a 1 / 5.
@Bommes: Go
I think you missed the point. What he was showing off was the little box in the upper right of the screen that shows what the unit sees.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
so, he's pretending to not getting the topic, and you're pretending to not getting his obvioulsy trolling intention? probably I should pretend that I don't get that you only pretending, and explain that he's just trolling
Well... I need to be honest: I dont really get what exactly you have done. But it's really incredible, so is there any chance on a more detailed explanaition?
@Zolden: Go
Well done!
@Zolden: Go
I often have to deal with clueless beginners so I just assume nobody knows anything. My brother mentioned a potential flaw in your system with regards to the game engine rendering models at a distance from the camera. Try getting a unit to render what it sees and then scroll the camera a huge distance away while still selecting that unit.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Oelfrachter: Go
We've been trying to implement picture-in-picture system for a long time, since RTT for game world was discovered. The idea is to have one or more additional pictures from differnet cameras above the standard camera view that we see by default. Understand now?
It looked easy, it looked like there are lots of ways to do it, but there have alwasy been appearing awkward limitations, that never let us reach this possibility. Even Blizzard employees who used to visit our irc, were confused and didn't find a way to do it. So, I gave up a long time ago. And now it's just funny, that its first, possible, second, easy, and third, still tricky and implemented via unexpected mechanism.
@DrSuperEvil: Go
Yes, there are 2 know flaws:
- the screen doesn't cover the whole map, so if we scroll far enough to reach its edge, picture will disappear
- screen doesn't have render priority over other models, so terrain mesh or high height models simply intersect the screen plane and seem to be above the rtt picture
You brother noticed one of these things, right? First one can be fixed by scaling the model up, and the second I don't know how to fix, but maybe it's possible.
I could kiss you. The hopes and dreams of mine are coming true. I guess it's time for me to finally sit down and seriously work on my project.
1 quick question though. Now that we've gotten one PIP thingy working, can we do multiple?
Edit: Just tried using it with portraits and dialogs again. Darn it.
Also for each unit do we have to custom add a camera or is it possible to add it using an outside model? (that's a lot of models to add camera's too.)
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@Zolden: Go
He was referring to models far from the main camera viewscreen are not rendered so if you had a model looking there would doodads etc. still be visible.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@willuwontu: Go
Glad you have map ideas for this feature, will be interesting to see it used in game.
There are 7 RTT channels, so we can have 7 pictures simultaneously.
To not add cameras to all models, there's a way: one model with only a camera will be used for all units as a main model. And then the real unit models will be attached to this model.
@DrSuperEvil: Go
Maybe it's because far cut parameter for the camera is 50 units, and "doodad far cut" - only 30, so they disappear on shorter distance.
@Zolden: Go
Nop, 6 is the most number we have. The last channel has best resolution ratio but can't work together with others.
@Zolden: Go
@Delphinium1987: Go
Could I see a model similar to his one, that has all 6 or 7 rtt channels, that way i could see the difference, and begin getting ideas for what to do, and ask for the final model i'd want (probably a wall of tvs like in a security room with each one a different rtt channel)
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go@Delphinium1987: Go
Looks like simultaneously 6 channels won't work either. The 4, 5 and 6th seem to be dependant on 3rd. So, only first 3 are ok.
Also, it's laggy when all 6 are exposed. You can try it with this example map.
@Zolden: Go
Just tried it out.
So 1 2 3 are the only ones that matter by the looks of it. Also you can't use a portrait model of it to display the rtt channels. (then again I might have been doing it wrong, the void ray i tried to get it to show didn't work, but I've never been good with portraits)
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
Portraits don't support rtt, unfortunately.
@Zolden: Go
I was thinking along the lines of showing the rtt model, and seeing if it would display the rtt channels on itself while it was in the portrait. But it looks like my hacks don't work. :(
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)