Like put her arms by her side rather than out awkwardly? Yeah most likely, at least during the running. I kinda like her standing pose, it's kinda menacing and once she's got emmisives on her hands from weapons it'll make more sense, like she's just ready to cast a spell at any time, but i may adjust it so her arms are a bit more relaxed with hands at hip level.
The run animation definitely needs some tooling up, for one i want to get more leg movement showing through the dress, I'll likely have to radically change how the lower section is rigged an animated, it's not a normal run cycle since you don't see any movement when the legs pull bag, just a push on the skirt when they go forward. The arms i'm thinking she may pull behind her back as if handcuffed to offset her forward weight as she leans forward, this way her upright leg position makes more sense and i can be lazy, er smarter! about how i animate her without killing myself making it look normal. All up in the air right now but looking forward tommorow when i'll have a good bit of rest and KINDA know what the hell i'm doing from the start without any nagging fears of what could go wrong.
Spent too long putting off the rigging and animation but i finally got to it a few hours ago! As expected, lots of things broke but i think i'm getting the hang of things and the Arthas rig from WOW that i used is far more compatible to starcraft 2 than I thought. Painting weights in max is a total headache with the model i created, especially with the hair getting in the way and the abnormal lower skirt.
Looong way to go though with rigging and animations, for now i'm just using the animations that came with the rig with some initial adjustments to put her in the correct main pose (which is going to take a lot of tweaking since she looks like a gimp right now).
Main thing I'm battling is it doesn't seem Starcraft 2 takes as subtle weight attributes as MAX does, if i put just a touch of weight on vertices it doesn't seem to affect them at all in starcraft 2, it's like all or nothing (i could be wrong though). Going to take a lot more experiments and trial and error to figure out exactly how things work unless someone knows of a good tutorial, but somehow i don't think the resources exist.
Edit: You may notice less emmisive glow and notice that her shoulder armor is gone. This is intentional as this armor is meant to be swapped out. Kinda forcing myself to learn how to make the armor swappable while still maintaining her animations.
My issue with the demon hunter is she just doesn't seem fast enough for my play style. Too much delayed gratification. When i'm playing i like to be able to unload asap and keep the momentum going, fury barb is perfect for this.
It's just a matter of taste, some people like to sneek around, set up traps and such, that's perfectly fine too.
Unfortunately little talk about improving mapmaking for the community, and it's almost backhanded how rosy they paint the current custom map scene, choosing instead to talk about ranked play in SC2, something standard since warcraft III, but whatever we're just the little guys so we gotta expect that.
An interesting read if you want to get a hint at the future of battle.net from one of the suits at blizzard. Looks like the two biggest PC companies are facing off for dominance in the future of PC gaming, with Valve looking to maintain survival against the big boys and Blizzard looking to take over the whole shebang.
I think the most important thing when it comes to balance is choosing the right scope for your mod. If you're balancing new weapons, new terrain, new items, new classes, new whatever else, you're taking on too much. This is doubly important. As a designer, you can only tune so many knobs in so many ways before things start falling apart from taking on too much. More importanly, players can only try so many new things before their heads explode from uknown possibilities, particularly in a pvp environment where players who have mastered the games' balance can dominate new players and destroy your player base.
My suggestion is to start small. DOTA wasn't made overnight, it started with simple hero's straight out of warcraft III. Over years of time items were added, classes were added, gameplay mechanics were added and items were added all the while all of these were refined. The players were inherently involved with all of this so gameplay could grow in complexity over time without leaving the community behind. Pick a battle, be it adding cool new weapons to simple characters, or creating a skill tree at first. Don't try to add everyone all at once or you create a mountain neither you or the players of custom games can climb.
To be fair blizzard's engine allowed for DOTA. They created a revolutionary hero RTS system combined with hero mechanics. They weren't however able to turn this into an epic RTS and their own game became overshadowed by the mod DOTA. But the map makers owed blizzard for the years of painstaking hard work that blizzard put into the actual engine and tools, they also hosted the map and advertised the overall game. The creators of dota simply came in and made all the years of development and marketing for warcraft III worth something by actually making it fun.
To my knowledge the makers of DOTA never payed blizzard their rightful portion of profit for making DOTA and in this sense, blizzard is entitled to a portion of the DOTA brand for their role in its creation. No wait that came out wrong, Blizzard never contributed to the creation of dota, or supported the modders, and reaped millions off of their hard work for nearly a decade. And now they want to keep the trademark open because it was create by "the community" which they are becoming increasingly hostile towards.
I feel like a broken record saying this, but people are still arguing that valve are the bad guys here.
Lets not forget team fortress originally came out in Quake. Team fortress 2 was made by the same team in the source engine and rightfully named accordingly. All this legal mumbojumbo, real ID, regional locking, suppression of user made maps has done nothing but damage the blizzard brand and tarnish sales as far as i can tell. I only hope they keep up these bullshit practices long enough to prove that it's not the most profitable way to run a corporation and we can all get back to making games and enjoying them without the corporate asshatery.
Sup Mapsters, jumping into some character animation soon and it would be nice to have a nice generic rig with a good run animation or whatever that i could modify for each specific character. Let me know if anyone has a good base rig with some good animations, would save me a lot of time getting animations started!
Got a new in-game shot, and i figured out team emmisives, had to plug the texture with the correct alpha into emmisive 1 and 2 and also set them to team emmisive, also don't forget to set emmisive type to add team emmisive glow. So from here on out materials are pretty much good to go, just gonna duplicate what i have going for future characters (possibly props).
@Thommieg
Lots of avenues to take, and lots of communities you can join if you want to be self motivated and teach yourself. I would suggest getting involved with Game Artisans or Polycount. Peek around there for a bit and see how this game art deal works and just pick up where you want to go from there. Also DVD's from Gnomon and Eat 3D are invaluable learning tools worth every penny if you're serious about this stuff. I personally went to art school for the past few years so this has been my focus for quite some time. Like any trade or art it really just takes self investment and skill.
As for animations, i'm really itching to get to work on 'em but at the same time I'm dreading all the little things i'm going have to learn through trial and error as i develop a pipeline. I only had one animation class, and totally half assed it since i never thought i'd use it... now here i am :D. Here's the animation i made as a final that kinda sucks to give you guys an idea of how much i'm going to have to learn as i do this:
And for shits and giggles here's another one:
But i'm stoked for this character so hopefully future animations will be of a higher quality... hopefully.
Again if there are animators out there, drop us a line! :D
3DS Max shot. planning out where i might want to throw emmisives before i go too far with the texture work. Finally have emmisives working in-engine, not even sure what was wrong, i think it was that i was using the alpha channel in Nintoxicated's tools rather than using the emmisive 2 channel for the alpha. I'd post an in-game shot but they never look half as good as the max shots and it takes too much work :D
Edit: You may recognize the emmisives as the engine lights from Cosmic Eclipse, but probably not! No one played that map :P
The idea of a hood or cowl is definitely doable and i agree would probably look better overall, but with the sorceress I'm trying to get a bit of contrast with the other classes we have planned. Having long hair is going to set her apart from the other classese, even if it doesn't look quite as awesome. It's definitely something i will keep in mind moving forward since we are invisioning classes to have "sub classes" that look and play differently, and a cool cowl with a cape of some kind would certainly be doable using the rig i set up to take hair.
0
Like put her arms by her side rather than out awkwardly? Yeah most likely, at least during the running. I kinda like her standing pose, it's kinda menacing and once she's got emmisives on her hands from weapons it'll make more sense, like she's just ready to cast a spell at any time, but i may adjust it so her arms are a bit more relaxed with hands at hip level.
The run animation definitely needs some tooling up, for one i want to get more leg movement showing through the dress, I'll likely have to radically change how the lower section is rigged an animated, it's not a normal run cycle since you don't see any movement when the legs pull bag, just a push on the skirt when they go forward. The arms i'm thinking she may pull behind her back as if handcuffed to offset her forward weight as she leans forward, this way her upright leg position makes more sense and i can be lazy, er smarter! about how i animate her without killing myself making it look normal. All up in the air right now but looking forward tommorow when i'll have a good bit of rest and KINDA know what the hell i'm doing from the start without any nagging fears of what could go wrong.
0
Spent too long putting off the rigging and animation but i finally got to it a few hours ago! As expected, lots of things broke but i think i'm getting the hang of things and the Arthas rig from WOW that i used is far more compatible to starcraft 2 than I thought. Painting weights in max is a total headache with the model i created, especially with the hair getting in the way and the abnormal lower skirt.
Looong way to go though with rigging and animations, for now i'm just using the animations that came with the rig with some initial adjustments to put her in the correct main pose (which is going to take a lot of tweaking since she looks like a gimp right now).
Main thing I'm battling is it doesn't seem Starcraft 2 takes as subtle weight attributes as MAX does, if i put just a touch of weight on vertices it doesn't seem to affect them at all in starcraft 2, it's like all or nothing (i could be wrong though). Going to take a lot more experiments and trial and error to figure out exactly how things work unless someone knows of a good tutorial, but somehow i don't think the resources exist.
Edit: You may notice less emmisive glow and notice that her shoulder armor is gone. This is intentional as this armor is meant to be swapped out. Kinda forcing myself to learn how to make the armor swappable while still maintaining her animations.
0
My issue with the demon hunter is she just doesn't seem fast enough for my play style. Too much delayed gratification. When i'm playing i like to be able to unload asap and keep the momentum going, fury barb is perfect for this.
It's just a matter of taste, some people like to sneek around, set up traps and such, that's perfectly fine too.
0
ah wont be able to join on US server
0
Server? account with number to message? how many players?
0
The future of Battle.net
Unfortunately little talk about improving mapmaking for the community, and it's almost backhanded how rosy they paint the current custom map scene, choosing instead to talk about ranked play in SC2, something standard since warcraft III, but whatever we're just the little guys so we gotta expect that.
An interesting read if you want to get a hint at the future of battle.net from one of the suits at blizzard. Looks like the two biggest PC companies are facing off for dominance in the future of PC gaming, with Valve looking to maintain survival against the big boys and Blizzard looking to take over the whole shebang.
0
I think the most important thing when it comes to balance is choosing the right scope for your mod. If you're balancing new weapons, new terrain, new items, new classes, new whatever else, you're taking on too much. This is doubly important. As a designer, you can only tune so many knobs in so many ways before things start falling apart from taking on too much. More importanly, players can only try so many new things before their heads explode from uknown possibilities, particularly in a pvp environment where players who have mastered the games' balance can dominate new players and destroy your player base.
My suggestion is to start small. DOTA wasn't made overnight, it started with simple hero's straight out of warcraft III. Over years of time items were added, classes were added, gameplay mechanics were added and items were added all the while all of these were refined. The players were inherently involved with all of this so gameplay could grow in complexity over time without leaving the community behind. Pick a battle, be it adding cool new weapons to simple characters, or creating a skill tree at first. Don't try to add everyone all at once or you create a mountain neither you or the players of custom games can climb.
I learned all this the hard way ;)
0
Witchdoctor uses pets, really cool dynamics with them.
I'll likely be rolling a frenzy barb. My favorite stat to boost in an RPG is run speed for funs.
0
To be fair blizzard's engine allowed for DOTA. They created a revolutionary hero RTS system combined with hero mechanics. They weren't however able to turn this into an epic RTS and their own game became overshadowed by the mod DOTA. But the map makers owed blizzard for the years of painstaking hard work that blizzard put into the actual engine and tools, they also hosted the map and advertised the overall game. The creators of dota simply came in and made all the years of development and marketing for warcraft III worth something by actually making it fun.
To my knowledge the makers of DOTA never payed blizzard their rightful portion of profit for making DOTA and in this sense, blizzard is entitled to a portion of the DOTA brand for their role in its creation. No wait that came out wrong, Blizzard never contributed to the creation of dota, or supported the modders, and reaped millions off of their hard work for nearly a decade. And now they want to keep the trademark open because it was create by "the community" which they are becoming increasingly hostile towards.
I feel like a broken record saying this, but people are still arguing that valve are the bad guys here.
Lets not forget team fortress originally came out in Quake. Team fortress 2 was made by the same team in the source engine and rightfully named accordingly. All this legal mumbojumbo, real ID, regional locking, suppression of user made maps has done nothing but damage the blizzard brand and tarnish sales as far as i can tell. I only hope they keep up these bullshit practices long enough to prove that it's not the most profitable way to run a corporation and we can all get back to making games and enjoying them without the corporate asshatery.
0
Sup Mapsters, jumping into some character animation soon and it would be nice to have a nice generic rig with a good run animation or whatever that i could modify for each specific character. Let me know if anyone has a good base rig with some good animations, would save me a lot of time getting animations started!
Thanks in advance guys.
0
Thanks Guys :D
Got a new in-game shot, and i figured out team emmisives, had to plug the texture with the correct alpha into emmisive 1 and 2 and also set them to team emmisive, also don't forget to set emmisive type to add team emmisive glow. So from here on out materials are pretty much good to go, just gonna duplicate what i have going for future characters (possibly props).
@Thommieg
Lots of avenues to take, and lots of communities you can join if you want to be self motivated and teach yourself. I would suggest getting involved with Game Artisans or Polycount. Peek around there for a bit and see how this game art deal works and just pick up where you want to go from there. Also DVD's from Gnomon and Eat 3D are invaluable learning tools worth every penny if you're serious about this stuff. I personally went to art school for the past few years so this has been my focus for quite some time. Like any trade or art it really just takes self investment and skill.
As for animations, i'm really itching to get to work on 'em but at the same time I'm dreading all the little things i'm going have to learn through trial and error as i develop a pipeline. I only had one animation class, and totally half assed it since i never thought i'd use it... now here i am :D. Here's the animation i made as a final that kinda sucks to give you guys an idea of how much i'm going to have to learn as i do this:
And for shits and giggles here's another one:
But i'm stoked for this character so hopefully future animations will be of a higher quality... hopefully.
Again if there are animators out there, drop us a line! :D
0
@Xiliger: Go
Under the units actor, look under actor events i believe.
0
@Dieable: Go
3DS Max shot. planning out where i might want to throw emmisives before i go too far with the texture work. Finally have emmisives working in-engine, not even sure what was wrong, i think it was that i was using the alpha channel in Nintoxicated's tools rather than using the emmisive 2 channel for the alpha. I'd post an in-game shot but they never look half as good as the max shots and it takes too much work :D
Edit: You may recognize the emmisives as the engine lights from Cosmic Eclipse, but probably not! No one played that map :P
0
The idea of a hood or cowl is definitely doable and i agree would probably look better overall, but with the sorceress I'm trying to get a bit of contrast with the other classes we have planned. Having long hair is going to set her apart from the other classese, even if it doesn't look quite as awesome. It's definitely something i will keep in mind moving forward since we are invisioning classes to have "sub classes" that look and play differently, and a cool cowl with a cape of some kind would certainly be doable using the rig i set up to take hair.
0
shot in the dark, are you using a power of 2 texture size?
Try not exporting with and without MIP maps and other compression types.