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    posted a message on Custom Skybox bug?

    So I made a custom skybox model and texture which work great, except they become pitch black when I change the graphical shader settings to Ultra.
    I tryed using my custom texture with an existing skybox model which worked but the current skybox models provide stretched look which is ugly. But this proves that my texture is ok and something is wrong with the model. So I also tryed exporting the existing blizzard models then adding my texture to them and importing them into the game, this had the same bug. My settings for the model are exactly the same as for the Mar Sara skybox (that only uses diffuse texture and works on Ultra shaders).

    So any pro modelers with a perfectly working skybox ?:o

    Posted in: Miscellaneous Development
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    posted a message on Netstorm: Islands at War

    @ZenoFrozen: Go

    I plan to do that however I first want to reach a version which doesn't need much updating, that can take some time depending how popular my map gets (how much it gets tested). Right now I didn't get the chance yet to look at a public game.

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    Bump, uploaded an early version to Battle.net EU, please try it out with friends and give feedback.

    Posted in: Project Workplace
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    posted a message on [Contest] Minigame

    Changeling Changing

    Embed Removed: https://www.youtube.com/v/Wnjy8RJWFGE?fs=1

    Map: http://www.sc2mapster.com/maps/changeling-changing/

    The goal is to have more changelings on your side then your opponent when the game table is full. You can duplicate your changelings in a 3x3 square and move them in a 5x5 square. Once you put a changeling into a position it will overtake every changeling in it's 3x3 radius. The current AI of course isn't unbeatable but you have to be strategical to win.

    Didn't have much time to work on it, still gona do some changes later, mostly to the AI.

    Posted in: Project Workplace
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    posted a message on increasing broodlord attack distance

    Probably the "leash" field of the hangar unit aka broodling. This sets how far it can go from the launching unit.

    Posted in: Miscellaneous Development
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    posted a message on [Video] My map is weird

    @RodrigoAlves: Go

    I don't really understand it, you can't access the name of players (because of no conversion from text to string) or any data unique to the player so how do you encrypt their name or do an encryption based on it?

    Posted in: Project Workplace
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    posted a message on [Video] My map is weird

    Afaik you can compare text values inside banks so you'd have to store the player name immediately when he enters. At least that's how egodbout did it, I didn't test it yet. But even if you get this to work people could just cheat by swapping the top players name to their own and eventually the virus would turn against itself displaying wrong data permanently :p

    Anyway I like the idea and it can be improved further like by adding custom debate topics on the start of the game and have the players vote for the worthy ones.

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    Bump, some progress update screenshots added, if everything goes well i can release the map right on the game release, tho some things will be missing it will be playable and fun.

    Posted in: Project Workplace
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    posted a message on NetStorm, looking for modeler and ps-artist

    Hey!

    As you may already know I'm working hard on my new (remake) map, NetStorm (http://www.sc2mapster.com/maps/netstorm-islands-war/) and I'm pretty close to a releasable version. However some things are still holding me back.

    I've tryed making the models myself, but I simply can't create a good looking result, the bridge is either not continous looking or ugly (http://img248.imageshack.us/img248/2656/screenshot051n.jpg). So I'm looking for a modeler who could find the appropriate balance of the different texture maps and make the different bridge models [around 5-6 different pieces (example: http://www.netstormhq.com/e107_plugins/coppermine_menu/displayimage.php?album=3&pos=27), should be really small work for someone experienced] for the map.

    Edit: Phaos has agreed to help me, not looking for modeler anymore

    The other thing I would need is a neat looking loading screen with a section where I can display map notes. Anything good looking and related to netstorm will do. Try to keep the smallest possible file size.

    Edit: got 2 ps artists now, thanks ^^

    The ones helping me will of course get full credit for their work and I will be really thankful :)

    Posted in: Team Recruitment
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    posted a message on Netstorm: Islands at War

    It's 0 effort to run the decrypt function that's right in the map, it's enough if one person does it then just uploads it. Not to mention locking didn't work properly in phase 1, couldn't try it in phase 2 yet. As I said it's not possible to convert Text to string since text is dependent on the locale you are using, so this defeats the whole system single handedly. If you say it's possible then back it up please. Restricting technology based on your experience is bad, I don't see how any noob can have a chance against someone with full tech tree. The game isn't supposed to get easier gradually, exactly the opposite.

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    @Iggyhopper: Go

    Unfortunately encryption is futile since the maps aren't protected themselves, anyone can just open them up and see the functions or use mpq editor. And even if the maps were properly protected (which wont happen in a while) it is impossible to gain unique data about players (no, you can't get player names because you can't convert text to string), so they could just upload a high level "account" somewhere and anyone could use it.

    Also Mods don't support triggers, which are necessary for 99% of the custom maps but yeah, people can easily make their map variations once it's released.

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    @Cirno: Go Platforms cost a lot so people wont be spamming them as I did. I can reproduce the same system as in netstorm but I'm gona try this out since it gives more strategical aspects to the game. The bridge destruction events will also be added except for the decay overtime since that can cause traffic issues. I already made the thunder cannon (and sun cannon, crossbow,etc) with the change that you can turn them in different direction every 30 seconds. I like this method and as long as the new patch doesnt ruin my whole map entirely I'm gona stick with it.

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    @Quirriff: Go

    I'm not entirely sure how experience worked I wasn't a big netstorm player at all just tried it for a glimpse back then. But I am against giving any kind of advantage to players with more experience, as for achievements, visual extras, well that is doable and may be implemented depending on the success and feedback of the map. But still at this point it's impossible to prevent people from cheating by simply changing their local text file where the saves are stored.

    Posted in: Project Workplace
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    posted a message on Live Streaming With Corbo!

    The stream is cool, needs a but more organizing, but I enjoyed it and learned. We just need more people to ask questions or a main topic that is used while no one asks.

    GL

    Posted in: Terrain
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    posted a message on Live Streaming With Corbo!

    dds file of the bridge diffuse map

    Posted in: Terrain
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