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    posted a message on Weekly Terraining Exercise #126: Lake

    @ScrinKing: Go

    However you did it, it's a very nice artistic touch. :) Hmm, makes me wonder how you'd go about adding a sun in the terrain editor... omni lights... circular doodad with the brightness turned way up? *ponders*

    I see what you mean about the moss. You could try using a different texture in the same way? You know, edit the tileset in the data editor and add a mossy texture from Zerus or one of those other planets. Some of those terrains go together surprisingly well.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #126: Lake

    Thanks. :) Freak lighting accidents FTW, as it turns out. I think that post will be my crowning achievement, haha, it'll only go downhill from there!

    @ScrinKing: Go

    I love the water effect you've got going, and the simple fog in the background. I agree it could use some rocks or doodads though, to add to the "mountainous" feel. Also the grass seems awful vivid, is it meant to stand out?

    But—wait. That third picture. Is that the sun peeking out from behind the mountains? That is AWESOME! Beautiful addition to the shot! :D I might play around with the lighting and try to accentuate that, maybe? Keep it really minimalist still, like Mozared said, but with more of a dramatic focal point? Just a thought.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #126: Lake

    Ahh, I forgot how much I loved these WTEs until I came back to the forums! :D This one went a lot different than I'd planned, since I accidentally turned on a REALLY bright fog in a REALLY darkly lit map... but I just went with it, and I think it turned out nice.

    Don't let its ethereal looks fool you—this place is dangerous. Who knows what might be living in that water?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #125: Nightfall

    Here's a map I've been playing with to get used to the new swamp tilesets. :) It's a WIP. The idea is a volcanic-type planet shrouded in a permanent night, but those blue crystals on the right side are causing a swamp to enroach. (Not the most original of ideas, I know!)

    I've had some fun trying out textures... for example, I've found the Barnacles texture is fun if you use a .50 brush and dot it across the landscape like rocks! I'm having some trouble with the left/volcanic side, though. I decided half-way through that the map should be playable, which zonked my original plans, so... any suggestions for interesting things that would fit into a small action/adventure type map?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #11: Favouritism

    Well, if I want to add a skybox to a tileset that doesn't have one, here's my usual process:

    1. Go to "Terrain Texture Sets" in the Data Editor. Select the tileset of your choice, go to "Background Model (Fixed)," and add your desired skybox. "Shakuras Sky Box" for example.
    2. Then go to "Map" in the main file menu, select "Map Textures," and load your newly edited tileset.
    3. Make sure that your view distance is as far as it will go. If this doesn't work, try setting up a camera with a Far Clip of 9999 and viewing it, which will accomplish the same thing.

    ...Then that's it, that always works. I never have any problems with this method. Hopefully that helps! ...If not, then I dunno what to say. :\

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #11: Favouritism

    Some damn fine entries in this thread... in fact, ALL of them are great. I'm loving your guys' work. Keep it up!

    @Cbrag: Go
    Have you tried zooming out the far clip? And if so, which skybox are you using? 'Cause some of them just plain don't work. This thread has some great info on the subject.

    @Inferno002: Go
    I'd kill to know how you did that. o.o

    But anyway... my turn. I like Terran bases. :]
    (bonus: and bars!)

    Posted in: Terrain
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    posted a message on Vehicle Control

    I know exactly what you mean. I did a similar thing as an experiment, with a Marine combat suit... there was a guide for it on here somewhere, but I can't find a link to it. :\

    Basically, the short answer is this: create a new Load-Unload ability, based on the Medivac's, with a Cargo size of 1 instead of 8. Add this to your Wraith.

    Then create a Behavior which 1) disables all movement and attacking, 2) disables all abilities except for your Load-Unload (which you must specifically enable via the Modifications+ Ability tab), and 3) makes the unit uncommandable. Now set the Validator (Disable) of this behavior to "Has No Cargo."

    Now when you add this to your Wraith, it will be immobile/disabled except for its Load ability, but only so long as it has no cargo. Otherwise it will function as normal. :]

    I hope that helped! It's definitely a very cool concept.

    Posted in: Data
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    posted a message on What doodad is this?

    Well technically, it's not a doodad. It's in the Terrain layer under 'Terrain Objects' — the very last button, after water. That's where all the underground things, bridges, holes, craters etc. are located.

    That exact one is called Avernus Mesh or Avernus Grid or something like that. :]

    Posted in: Terrain
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    posted a message on The Image - 1

    Hm, wow... seems like no-one really took to this idea. That sucks. Guess they just weren't that inspired, but oh well. This sounded like a fun challenge. I had to give it a shot. So, after much thought and messing around, I finally came up with something!

    Here's my attempt, which is an ancient alien/Protoss/Xel'Naga ruin or somesuch that's been overrun by Zerg. It's kind of a lighting experiment. :]

    [P.S.: I didn't change the terrain at all... just the tileset + textures + lighting. The hill may be covered, but it's still there!]

    Posted in: Terrain
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    posted a message on Can someone help me with some english tooltip?

    Sure, no problem. :)
    Any others that you need?

    Attack - Orders selected units to move to the target point, fighting nearby enemies along the way. Targeting a unit with the Attack command orders that it be attacked until it is destroyed.

    Move - Orders selected units to move to the target area or follow the target unit. Moving units will not engage enemies.

    Patrol - Orders selected units to patrol between their current position and the target area. Units will attack enemies and move to engage nearby enemies.

    Stop - Orders selected units to cancel all orders and stop moving.

    Hold Position - Orders selected units to stay where they are and attack enemies that are within range. Units will neither chase down enemies nor move to engage.

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #4: In the Mountains!

    Man. This one is a challenge... I've been working on it in my free time, and I think I've learned a lot just from experimenting! This is a great toic you have here, Mozared. It's doing wonders for my terraining skills.

    Also, grats to everyone on their mod nominations! You guys really deserve it!

    @Victiln: Go

    Very funny idea, and I like how the cows seem to be talking to each other. "man, look at those crazy humans. I'm glad we're up here!" Haha.
    With that said, I like some of the cliffs you did, like those just above the cows' heads. That looks quite cool. There's some nice use of textures, too, especially on the left side. But overall, the terrain seems very flat and "unnatural." I think it'd really benefit from some height variations, and maybe some well-placed doodads down in the valley. :]

    @Redfox777: Go

    Glad you got the skyboxes working! I like the idea, the snowy landscape, and how the focus is on the character rather than the terrain... but I think it looks a bit barren overall. I'm not sure what to suggest to fix it, though. Maybe some different lighting? Or the same thing, just on a slightly smaller scale?

    @taffer03: Go

    The individual pieces are pretty great, I think. I love how you did the city; it looks very well thought out, like a real place. I like the tall rock formation with the little bush... and I like the forest-y area, though it looks more like a hill than a mountain, IMO.
    But while I love the parts individually, they don't work so well as a screenshot. Especially with the big empty lake taking up space.
    Maybe a more focused shot would be better? Like on the loggers, for example? Or a bit more going on in the water... like some islands or spires. Just something to break up the big void that that lake is creating. But overall, I really like it. :]

    @Dracoknight: Go

    You're right. It's hard to make realistic mountains. :P
    One of the main problems, I think, is how pointy they are. A more gradual height change would be better, like in this pic for example. And in the second shot, the trees look strange... really weird and out of place. Maybe adjusting their color would help them fit in better. But I like the whole "island" feel overall, and I really like those rock spires sticking out of the water.
    You have some nice geography going on, and a really cool vibe. It just needs a bit of polish I think.

    I'm still working on my own attempt. Hopefully it'll be done before long. :P

    Posted in: Terrain
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    posted a message on Can you make a portrait's mouth move in a transmission?

    Hm... I'm a noob to things like this, but... could you maybe create a blank sound file to play during the transmission? One of the same length? That way it WILL have a sound attached, and thus the mouth will move... but there won't be anything actually playing, because the .wav just contains silence. Or would that overwrite the previous sound file that you attached?

    ...I know it seems like a clunky solution, and you'd have to add redundant .wavs to make it work. But that's the best I can come up with. Like I said, I'm a noob to this.

    Posted in: Miscellaneous Development
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    posted a message on Weekly Terraining Exercise #3: These Dead Streets

    @ Reya
    You're welcome, and thank you as well. I appreciate the advice. :]
    The weather effect is "Dust Storms," in case you were curious. And yeah, I see what you mean, haha! Video game sky of doom...

    @ Redfox
    You can just attach them straight to your post. I know it works with WikiCreole, anyway.

    @ Zarakk
    Ahh, I see. Cool concept! I guess I was just so distracted by the lights that the Zerg didn't stick out. ;]
    Thanks for your comments, especially re: the lighting. That really helped! I'm experimenting with a night scene this time.

    @ Dracoknight
    Well I noticed that some of the maps [like Tarsonis] don't have skyboxes. I had to add mine manually. I just went into the Data Editor under "Terrain Texture Sets", selected "Background Model (Fixed)", and selected the Mar Sara skybox. Then I reloaded the map, and voila!
    You may also need to reduce the clipping [with Ctrl + Mouse Wheel Down] for the sky to show up, according to what I read.

    I dunno which maps have skies, and which ones you have to edit... didn't really get into that. But either way. I hope that helped. :]

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #3: These Dead Streets

    @ Dracoknight
    1: Very cool. I love all the fog and green/toxic clouds... reminds me of Half Life or something.

    2: The world's scariest gas station in the world!
    Haha, and the garage looks like a face. xD
    Really though. I love that pic with just the cargo truck, and the dead marin. *shivers*

    @ Debe2233
    Awesome! Looks like a real town somewhere, or something from a FPS level. I like the weather effects. It would benefit from some creepy shadows, though, I think.

    @ Zarakk
    O.O
    Damn... that's... just so cool. How on earth did you get the lighting to look so nice?
    I dunno how well it fits the theme though, TBH.

    @ Reya
    I like it, especially #1. Very creepy forest-y. The fires look a bit random though... perhaps you could focus on a smaller area, or concentrate the flames a bit more?

    @ Redfox777
    It's kinda hard to see the water in your pics. That really takes away from the effect. I'd like more of a focused/zoomed in shot on a boat or something, so it's more recognizable.
    Overall though, a very cool setting, and I love the concept!

    -

    Now here's my crappy attempt. :]

    This is my first map outside of just messing around, so I had a hell of a time with it. Figuring out how to adjust the lighting... set up creep... overlap doodads... move the camera... view the weather effects... view the skybox... take screenshots.... I think it turned out alright though.

    My concept was "the fall of Tarsonis." Inspired by Raynor's nightmare from the game.

    Posted in: Terrain
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    posted a message on Can someone give me this Abillity Icon

    Good 'ole dark archons. Gotta love 'em. :]
    I'll try my hand at it, if you're still looking.

    [edit: Attached a pic and the .dds file. Hope you like it!]

    Posted in: Artist Tavern
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