This is a project that I'm doing called Project Glass. I was inspired to start this map because of the AC130 series. Although at the time I started I didn't know that they are still planning to release ruins as a demo for project vector (so i hear). I'd like to say sorry to the vector team for producing a game from their demo video they made 6 months ago.
Things left to do:
Make spawns for zombies
Finish terrain
Update UI
polish and post to Battle.net
Things I need:
How to make doodads between camera and the unit followed translucent. (I need a more precise version of occlusion)
Support from all you guys.
Pictures below (will add a video soon)
PS: At the moment a major part of this map is built of the TPS engine.
I'd like to say sorry to the vector team for producing a game from their demo video they made 6 months ago. AC130K - Ruins
Hehe no, we don't mind, infact i would personally love to see some more thirds person shooters out there to kick Blizz in the bawls and get them to fix some of the serious problems we have. Like Latency, LOD, Lights, you name it.
Looking forward to some more updates.
A few notes...
Set the flag "unselectable" for your player to avoid that pulsing circle on the ground
When working with the terrain keep in mind that many players have shitty computers (including me =) ) so its good to keep the polybudget low when working with multiplayer FPS/TPS.
This looks really good. Can't wait to see this. Like malu said blizzard will be forced to fix issues for TPS if more people make them, but I think malu scared off quite a few people for TPS. Why make one if he is making such an amazing TPS is what most probably think.
Just wondering what kind of math is needed to make a third person shooter? Malu how much math equations do you use in your map and what level of math?
Just wondering what kind of math is needed to make a third person shooter? Malu how much math equations do you use in your map and what level of math?
Depends on what you want to do.
Its not directly rocket science, and most of what you will eventually need should be covered on google, let alone SC2mapster.
Once you start working with AI programming and pathing it will become increasingly difficult but other than that i can't say i have had too big of a challenge creating what i have so far.
A few notes... Set the flag "unselectable" for your player
keep the polybudget low when working with multiplayer FPS/TPS.
I'm glad to hear you guys like the map.
In response to your post...
I'll be working on general terrain tonight. So I'll add another video of my map design.
Thanks (i've been trying to figure that out)
Polybudget: How do I determine what I what is to much and what is to little? (I have a great desktop thats blows through the game like pie)
To explound on my knowledge of a polybudget/video stress and help people learning about this.
Basically each unit, animate, doodad, skybox, terrain and anything else that shows on your screen eats into your video card. So in a TPS or FPS their tends to be problems because your video card can't handle drawing all 1000 or 10000 items in front of your character on your screen.
So this problem is so major that in a TPS or FPS that map makers for these type maps must sometimes go to extremes to reduce this problem.
How I fixed this:
I added fog that can't be seen through after a distance.
I lowered the far clip of my player camera to 50 (i'm thinking about reducing it to 40) this prevents things over 50 distance from my camera to be drawn.
I added a mini skybox that follows my unit preventing the player from seeing a black wall at 50 distance
Okay well thats about it. (Hope it made since)
I'm happy to see supporters :D
1: I added fog that can't be seen through after a distance.
2: I lowered the far clip of my player camera to 50 (i'm thinking about reducing it to 40) this prevents things over 50 distance from my camera to be drawn.
3: I added a mini skybox that follows my unit preventing the player from seeing a black wall at 50 distance
1: Always good. Even better if you use doodad based fog.
2: 50 is fine, ruins use 65
3: a miniskybox won't work since its a multiplayer map (i guess?), set the view distance to the very edge of the map and place the skybox so it just barely clips on the edge.
Doodad based fog? interesting idea. Would I go about placing it everywhere?
sweet 50 I'll keep then
I make the skybox player controlled and turn on the invisible flag and the skybox will not show up for other players ;)
I'm currently working on making a strafe with the movement system. Here's what I have so far. I need some way to over ride other animations. So I can make my marine appear to strafe.
This is a project that I'm doing called Project Glass. I was inspired to start this map because of the AC130 series. Although at the time I started I didn't know that they are still planning to release ruins as a demo for project vector (so i hear). I'd like to say sorry to the vector team for producing a game from their demo video they made 6 months ago.
Things left to do:
Things I need:
Pictures below (will add a video soon) PS: At the moment a major part of this map is built of the TPS engine.
Edit:
Saved for future Update...
News and updates:
Hehe no, we don't mind, infact i would personally love to see some more thirds person shooters out there to kick Blizz in the bawls and get them to fix some of the serious problems we have. Like Latency, LOD, Lights, you name it.
Looking forward to some more updates.
A few notes... Set the flag "unselectable" for your player to avoid that pulsing circle on the ground When working with the terrain keep in mind that many players have shitty computers (including me =) ) so its good to keep the polybudget low when working with multiplayer FPS/TPS.
This looks really good. Can't wait to see this. Like malu said blizzard will be forced to fix issues for TPS if more people make them, but I think malu scared off quite a few people for TPS. Why make one if he is making such an amazing TPS is what most probably think.
Just wondering what kind of math is needed to make a third person shooter? Malu how much math equations do you use in your map and what level of math?
Depends on what you want to do. Its not directly rocket science, and most of what you will eventually need should be covered on google, let alone SC2mapster. Once you start working with AI programming and pathing it will become increasingly difficult but other than that i can't say i have had too big of a challenge creating what i have so far.
I'm glad to hear you guys like the map. In response to your post...
To explound on my knowledge of a polybudget/video stress and help people learning about this. Basically each unit, animate, doodad, skybox, terrain and anything else that shows on your screen eats into your video card. So in a TPS or FPS their tends to be problems because your video card can't handle drawing all 1000 or 10000 items in front of your character on your screen.
So this problem is so major that in a TPS or FPS that map makers for these type maps must sometimes go to extremes to reduce this problem. How I fixed this:
Okay well thats about it. (Hope it made since) I'm happy to see supporters :D
1: Always good. Even better if you use doodad based fog. 2: 50 is fine, ruins use 65 3: a miniskybox won't work since its a multiplayer map (i guess?), set the view distance to the very edge of the map and place the skybox so it just barely clips on the edge.
@malu05: Go
I'm currently working on making a strafe with the movement system. Here's what I have so far. I need some way to over ride other animations. So I can make my marine appear to strafe.