It is. I made it for a Skyrim mod a while ago, but never got past the modeling stage. Figured it'd fit into this week's theme, so I exported it for SC2. Though, being intended for Skyrim it's a bit resource heavy for a SC2 model at just over 7k tris and (currently) 2048x2048 texture maps.
Some day I'll get it animated and make a functional unit out of it, but for now it just sits there.
One small stupid step that I wouldn't have caught on my own - using the diffuse map for the Alpha Mask layer. I had subconsciously assumed it was just reading a straight greyscale image and interpreting it as an independent alpha channel, it somehow slipped my mind to try using an actual alpha channel in the slot.
Thanks.
The terrain texture still bleeds through when a secondary light shines on it but that's a fairly minor problem, relatively speaking.
I've been trying to make a custom cliff material, but seem to have run into a snag. So, after 2 days of headaches I'm here to ask people more knowledgeable than myself. I'm hoping there's an easy solution that I've simply overlooked, but here's my rather long-winded account of the current state of things.
The problem:
See screenshots 1 and 2. The bright blue areas are supposed to be transparent to allow the terrain texture to show through. (Or at least they are in all of Blizzard's cliff materials.) However, for the life of me, I can't get them to actually be transparent.
What I know:
See screenshot 3 for my current material settings in Max (2010, using the latest available versions of the m3 plugins).
The base model is a Korhal Cliff Material, unmodified except to point to my custom textures. Current settings are identical to the settings of Blizzard's Korhal Cliff material in every way visible to the Max SC2 plugins.
My diffuse map has the corner blacked out in the alpha channel.
When a secondary light source shines on the cliff, the terrain textures bleed through as they should appear normally, except it also bleeds through the vertical portion of the cliff, not just the "ground" portion - see the right side of screenshot 1.
Blizzard's cliff material model only has 1 Material ID, so I know it's not an issue with multiple materials.
What I've tried unsuccessfully:
Every combination of blend modes in Blend Mode, Layer Blend and Emissive Blend.
Different Cutout values: 0, 0.5, 1 and 10.
An Alpha Mask map. One with the corner blacked out and one inverted.
Blacking out the corner in my specular map's alpha channel as well.
All 3 Alpha Flags in my diffuse map settings.
And now I'm out of ideas. So... thoughts from anyone else?
I figured it's deep enough that the caustics won't be visible, so I left those out intentionally. And I'm not a big fan of camera blur effects, so I usually don't use those for anything.
For my bubbles I have a giant biodome hidden under the ground that shoots bubbles everywhere. Can't see it very well in the screenshots, but it's really noticeable in motion.
Das epic. What doodads compose the red circle and whatever is inside?
The center is a Valhalla Glass Floor terrain object (Or something similar, I don't have the map open currently) with some texture work over it. The circle is made of 4 decals, 4 landing lights and a 200% scale red omni light.
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@JacktheArcher: Go
It is. I made it for a Skyrim mod a while ago, but never got past the modeling stage. Figured it'd fit into this week's theme, so I exported it for SC2. Though, being intended for Skyrim it's a bit resource heavy for a SC2 model at just over 7k tris and (currently) 2048x2048 texture maps.
Some day I'll get it animated and make a functional unit out of it, but for now it just sits there.
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Just a quick simple one for me this week.
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The Fog Distance settings change how it looks from a lower perspective (IE: a first-person camera looking towards the horizon)
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@ZombieZasz: Go
Aha! Victory!
One small stupid step that I wouldn't have caught on my own - using the diffuse map for the Alpha Mask layer. I had subconsciously assumed it was just reading a straight greyscale image and interpreting it as an independent alpha channel, it somehow slipped my mind to try using an actual alpha channel in the slot.
Thanks.
The terrain texture still bleeds through when a secondary light shines on it but that's a fairly minor problem, relatively speaking.
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@Terminator8: Go
Looks like your specular (diffuse alpha channel) is too bright, and could possibly benefit from a bit more contrast.
(Also, I'm not seeing any images in your post, I had to manually import your textures into a map to look at it.)
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I've been trying to make a custom cliff material, but seem to have run into a snag. So, after 2 days of headaches I'm here to ask people more knowledgeable than myself. I'm hoping there's an easy solution that I've simply overlooked, but here's my rather long-winded account of the current state of things.
The problem:
See screenshots 1 and 2. The bright blue areas are supposed to be transparent to allow the terrain texture to show through. (Or at least they are in all of Blizzard's cliff materials.) However, for the life of me, I can't get them to actually be transparent.
What I know:
See screenshot 3 for my current material settings in Max (2010, using the latest available versions of the m3 plugins).
The base model is a Korhal Cliff Material, unmodified except to point to my custom textures. Current settings are identical to the settings of Blizzard's Korhal Cliff material in every way visible to the Max SC2 plugins.
My diffuse map has the corner blacked out in the alpha channel.
When a secondary light source shines on the cliff, the terrain textures bleed through as they should appear normally, except it also bleeds through the vertical portion of the cliff, not just the "ground" portion - see the right side of screenshot 1.
Blizzard's cliff material model only has 1 Material ID, so I know it's not an issue with multiple materials.
What I've tried unsuccessfully:
And now I'm out of ideas. So... thoughts from anyone else?
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@Infernium: Go
The side panel in the editor throws off your resolution compared to in-game, so it could very well have an impact on your horizontal camera position.
Pressing 'i' will toggle the panel to allow you to preview it correctly - if that is the problem it should be easy to spot without the panel visible.
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@IliIilI: Go
Is that creep with a water texture applied to it?
I like it.
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You'll have to save/close/reopen your map to see the changes.
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@Scbroodsc2: Go
You need my Sirocco tileset in your SC2InstallDirectory/Mods/ folder.
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@Scbroodsc2: Go
I figured it's deep enough that the caustics won't be visible, so I left those out intentionally. And I'm not a big fan of camera blur effects, so I usually don't use those for anything.
For my bubbles I have a giant biodome hidden under the ground that shoots bubbles everywhere. Can't see it very well in the screenshots, but it's really noticeable in motion.
Map attached to my original post.
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@DrSuperEvil: Go
The domes are made of a bunch of Y-scaled Temple Gates rotated around a central point.
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It should be pretty easy to figure out which one I picked. :) (Though, really, it fits neatly into at least 3 of the previous topics.)
EDIT: Also, a few screenshots of my process, for those who are interested: http://imgur.com/a/gh86d#0
EDIT 2: Map now attached. Requires my custom tileset found here: http://www.sc2mapster.com/assets/sirocco-tileset/
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The center is a Valhalla Glass Floor terrain object (Or something similar, I don't have the map open currently) with some texture work over it. The circle is made of 4 decals, 4 landing lights and a 200% scale red omni light.
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@Deadzergling: Go
I'm not familiar with that one. I was just after a somewhat stylized, somewhat cyberpunkish scum hole of a city, with a dark gloomy feel.
Initially it was more green than yellow, but after some tweaking I decided that the yellows looked better.