Honestly I still don't full understand each field for doing fog... you'll have to really play around. But, once you get the skybox in there instead of the black wall, suddenly that fog won't look as bad. Definitely play around with the fields to increase the end and start fog distance (somehow lol).
Keep in mind though, no matter how smooth you make it, the problem will still exist. Even WoW has it and their fog distance is HUGE so it can be much smoother. Remember this is an RTS though and we have limitations :(
Oh yeah. The moving skybox you showed me how to set up and 3 hours playing with the fog settings.
What topped the look off was adding the mist doodad in key places.
Still working on the mist though. It looks great until you walk through it.
Saddly the mist doodad is made up of transparent sheets of white. So when you walk through it you get waves of fog coming and going. I'm going to try to figure out a fix for this. (I know make the fog fly in the air is a fix but walking through the fog is just plain awesome)
I've only worked 4 days on this map so still the development.
Don't be so hard on yourself, the mist looks fine to me. I think this looks really cool, definitely push it further and instead of just remaking AC130, make your own thing up and actually make an FPS map... I'd like to see what comes out of it :D
Great tutorial as ever OneTwo! They always end up blowing my mind in one way or another.
Also, you said in the video that the skybox would not be hidden for other players. Have you found a solution to that or do you know a thread that could help, because I would love to use that system for my (very amateur) multiplayer TPS map.
I'm told that the solution is to put the flags of "Burrowed" and "Cloaked" on skybox unit... and then make the skybox for each player rather than for player 0. Haven't confirmed this personally.
Hello, your tutorials are great, i have learned everything i know about the editor from them. But anyway, i have a question- is there a way to make the trees or terrain objects register as camera blocks? like in WoW when you go to close to a tree your camera is pushed forward instead of going through it as it does here.
Onetwo i had a question. I have an RPG-style system in my game but I do not know how to save characters. I.E. after a player leaves the game I want him to have the same stats he had when he joins a new one
That seemingly simple question is actually quite disastrous lol.
There are 2 ways to save your hero:
1. Use a bank and use 'store unit' and 'restore unit' for saving/loading. This is HIGHLY unprotected and will be cheated/edited.
2. Use a bank and convert your hero's exp, abilities, items, type, etc, into one giant string like War3 RPG's had (e.g. EFAGDSA&GH734GJIOR) with some protection like checking certain digits have to be certain values or a checksum. Then save this string into the bank and load it on the next game. This will stop 99% of cheaters but one dude may crack it.
In my RPG project which you may have seen the videos for, I use option # 2 which took me 3-4 days to put in place (and i work really fast and have a lot of experience). It wasn't bug free for weeks either.
The other thing is rather than save when someone leaves (because you can't since they left the game you can't write to their bank file), I run my save trigger on EVERY action a player performs so it saves constantly. The player never has to type -save or know its happening.
There's still one problem which is copying your bank file, then give your friend some of your nice items, then paste your old bank file and have all of your old items back. Now both players have your nice items. Not to mention, if people crack my 'code' they can give themselves anything.
Well, I may do a bank tutorial soon but it will be the lazy #1 type of bank, which works by all means, but is completely unguarded. I could never do a tutorial on #2 because it's not feasible. Maybe a shortened version but I'm really hoping Blizz will just give us server-side banks and we can be free of cheating.
onetwo the whole item thing isnt a big concern for me. This is a Deathmatch FPS with a leveling system so items and such dont matter as much as making sure each player only plays their own character
i was following this tutorial yesterday and ran into an issue (yeah, 1.3). the skybox unit i made would not stay the same size. every time i tested the map it would appear differently. i could show this by actually adding in the model into the editor. it would go through about 5 or 6 different sizes. nothing i could change actually worked. my scale was set to .007 (i tried a few other scales). i even changed the random scale field to match and was given the same results: 5/6 random sized skyboxes.
any clues to this? i am going to go in search of other skybox tutorials and see what they come up with.
also, do you know if your UI tutorial works still in 1.3?
Have you made a video of part2 and part 3? or is it just typed down? just wondering...
Btw good system it seems to work very well:) It will defenatly allow me to understand how to allow camera control a little more :)
i was following this tutorial yesterday and ran into an issue (yeah, 1.3). the skybox unit i made would not stay the same size. every time i tested the map it would appear differently. i could show this by actually adding in the model into the editor. it would go through about 5 or 6 different sizes. nothing i could change actually worked. my scale was set to .007 (i tried a few other scales). i even changed the random scale field to match and was given the same results: 5/6 random sized skyboxes.
any clues to this? i am going to go in search of other skybox tutorials and see what they come up with.
also, do you know if your UI tutorial works still in 1.3?
Just tested it and the Skybox stuff still works great.
Btw OneTwo I've stop work on my FPS for now because I started working on an older project called Marine Protocol.
I have a picture below it uses Helral's new UI system.
i cant baleave i followed the tutorial and completly skiped part3 ( the custum UI ) ive been looking every where for this!! thank god i like going over things i alredy did cause i might of missed it!!!
keep up the good work , like others said , keep it up ive learned 75% of what i know from you ( 25% my self trial and error)
These are great tutorials. Love videos tutorials because they show what you are getting.
I have a fog question. In my map i want the fog to slowly fade in but no matter how i edit the data editor it always seems to get thick really fast.
Relating to the picture arrows below:
I would like my fog to slowly build up not fast like i have. Any ideas?
Thanks and keep it up
@gamemore: Go
Honestly I still don't full understand each field for doing fog... you'll have to really play around. But, once you get the skybox in there instead of the black wall, suddenly that fog won't look as bad. Definitely play around with the fields to increase the end and start fog distance (somehow lol).
Keep in mind though, no matter how smooth you make it, the problem will still exist. Even WoW has it and their fog distance is HUGE so it can be much smoother. Remember this is an RTS though and we have limitations :(
WoW examples:
http://huntsmanslodge.com/wp-content/gallery/world-explorer/wow_explorer_eversong_woods_coast.jpg
http://huntsmanslodge.com/wp-content/gallery/world-explorer/wow_explorer_murlocs_tirisfal_coast.jpg
http://farm4.static.flickr.com/3352/3555550940_0d20348a2a.jpg
^ See the land in the distance is completely shaded out.
Figured Out some good settings. Check out the picture below.
Yeah I see what you are talking about with those pictures. Seems everyone has this problem to an extent.
@gamemore: Go
OMFG that looks AWESOME. Is that with skybox too?
@OneTwoSC: Go
Oh yeah. The moving skybox you showed me how to set up and 3 hours playing with the fog settings. What topped the look off was adding the mist doodad in key places.
Still working on the mist though. It looks great until you walk through it.
Saddly the mist doodad is made up of transparent sheets of white. So when you walk through it you get waves of fog coming and going. I'm going to try to figure out a fix for this. (I know make the fog fly in the air is a fix but walking through the fog is just plain awesome)
I've only worked 4 days on this map so still the development.
@gamemore: Go
Don't be so hard on yourself, the mist looks fine to me. I think this looks really cool, definitely push it further and instead of just remaking AC130, make your own thing up and actually make an FPS map... I'd like to see what comes out of it :D
Great tutorial as ever OneTwo! They always end up blowing my mind in one way or another.
Also, you said in the video that the skybox would not be hidden for other players. Have you found a solution to that or do you know a thread that could help, because I would love to use that system for my (very amateur) multiplayer TPS map.
@UninvitedSC: Go
I'm told that the solution is to put the flags of "Burrowed" and "Cloaked" on skybox unit... and then make the skybox for each player rather than for player 0. Haven't confirmed this personally.
@OneTwoSC: Go
Hello, your tutorials are great, i have learned everything i know about the editor from them. But anyway, i have a question- is there a way to make the trees or terrain objects register as camera blocks? like in WoW when you go to close to a tree your camera is pushed forward instead of going through it as it does here.
@Conradjd: Go
Not that I know of conrad. Anyone else know?
I know you can set occlusion to 'on' for any models you want... e.g. trees. This will make them go half invis when the camera passes through them.
Onetwo i had a question. I have an RPG-style system in my game but I do not know how to save characters. I.E. after a player leaves the game I want him to have the same stats he had when he joins a new one
@dipstickk: Go
That seemingly simple question is actually quite disastrous lol.
There are 2 ways to save your hero:
1. Use a bank and use 'store unit' and 'restore unit' for saving/loading. This is HIGHLY unprotected and will be cheated/edited.
2. Use a bank and convert your hero's exp, abilities, items, type, etc, into one giant string like War3 RPG's had (e.g. EFAGDSA&GH734GJIOR) with some protection like checking certain digits have to be certain values or a checksum. Then save this string into the bank and load it on the next game. This will stop 99% of cheaters but one dude may crack it.
In my RPG project which you may have seen the videos for, I use option # 2 which took me 3-4 days to put in place (and i work really fast and have a lot of experience). It wasn't bug free for weeks either.
The other thing is rather than save when someone leaves (because you can't since they left the game you can't write to their bank file), I run my save trigger on EVERY action a player performs so it saves constantly. The player never has to type -save or know its happening.
There's still one problem which is copying your bank file, then give your friend some of your nice items, then paste your old bank file and have all of your old items back. Now both players have your nice items. Not to mention, if people crack my 'code' they can give themselves anything.
Well, I may do a bank tutorial soon but it will be the lazy #1 type of bank, which works by all means, but is completely unguarded. I could never do a tutorial on #2 because it's not feasible. Maybe a shortened version but I'm really hoping Blizz will just give us server-side banks and we can be free of cheating.
@OneTwoSC: Go
onetwo the whole item thing isnt a big concern for me. This is a Deathmatch FPS with a leveling system so items and such dont matter as much as making sure each player only plays their own character
@OneTwoSC:
i was following this tutorial yesterday and ran into an issue (yeah, 1.3). the skybox unit i made would not stay the same size. every time i tested the map it would appear differently. i could show this by actually adding in the model into the editor. it would go through about 5 or 6 different sizes. nothing i could change actually worked. my scale was set to .007 (i tried a few other scales). i even changed the random scale field to match and was given the same results: 5/6 random sized skyboxes.
any clues to this? i am going to go in search of other skybox tutorials and see what they come up with.
also, do you know if your UI tutorial works still in 1.3?
Have you made a video of part2 and part 3? or is it just typed down? just wondering... Btw good system it seems to work very well:) It will defenatly allow me to understand how to allow camera control a little more :)
I trying to run the demo map on 1.3.2 patch and its crashing everytime...
Also when i try exporting the layout files and importing them into a new map it crashes also
Does this method not work for the latest patch? or is there some way to get the custom UI layouts working?
@HatsuneMikuMegurine: Go
Look at Helral's post about the new way of doing UI layouts. It's a bit of work for me to try and change it atm.
Just tested it and the Skybox stuff still works great.
Btw OneTwo I've stop work on my FPS for now because I started working on an older project called Marine Protocol.
I have a picture below it uses Helral's new UI system.
awsome tutorial bro ,
i cant baleave i followed the tutorial and completly skiped part3 ( the custum UI ) ive been looking every where for this!! thank god i like going over things i alredy did cause i might of missed it!!!
keep up the good work , like others said , keep it up ive learned 75% of what i know from you ( 25% my self trial and error)
@Selfcreation: Go
Be warned though that the interface layout system has changed... see Helrals post! the fundamental idea is the same though.