Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
Pages: < 1 2 3 454 >
 

Feb 14 2011, 10:05 pm Ahli Post #21

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

absolutely great ;D
Is it possible that you can some sort of square out of 4 of that pieces afterwards or wouldn't that work?
I don't know much about modeling.




Feb 14 2011, 10:18 pm NicholasBeige Post #22



I'll happily churn out some models if you'de like?

@Jack - what exporter do you use to get them into Starcraft 2?



None.

Feb 15 2011, 1:20 am MadZombie Post #23



I could totally try and texture that. Send me the model or that unwrap pl0x.



None.

Feb 15 2011, 1:55 am Jack Post #24

>be faceless void >mfw I have no face

Quote from Ahli
absolutely great ;D
Is it possible that you can some sort of square out of 4 of that pieces afterwards or wouldn't that work?
I don't know much about modeling.
I can do anything in modeling :P but explain a bit better please, or just draw on paint what you mean.

Quote from name:Cardinal
I'll happily churn out some models if you'de like?

@Jack - what exporter do you use to get them into Starcraft 2?
I'll either send them to you or someone else with max, or else finally get around to installing my student edition of max 2011.

Quote from MadZombie
I could totally try and texture that. Send me the model or that unwrap pl0x.
Aight, I'll send both. Gimme like 15 minutes.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Feb 15 2011, 1:58 am MadZombie Post #25



I think he means if you would be able to tile it to make a room.



None.

Feb 15 2011, 2:01 am Jack Post #26

>be faceless void >mfw I have no face

Quote from MadZombie
I think he means if you would be able to tile it to make a room.
Yeah I'll have to make a custom corner piece or two, shouldn't be hard though. Then ahli'll just have to place them down to make the wall as big or small as he wants.

EDIT
Attached blend for MZ, couldn't be bothered unwrapping plus gtg soon. MZ, there's two objects there; one is the pillars, one is the rest of the arch. You might want to fuse em together for unwrapping and texturing purposes.

Attachments:
diablo1_wallarch1.blend
Hits: 3 Size: 381.09kb

Post has been edited 1 time(s), last time on Feb 15 2011, 2:18 am by Jack.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Feb 15 2011, 2:09 pm NicholasBeige Post #27



Just a concept.



These are the AuirTempleColumn doodads - untextured. I was thinking of using them as a 'base/reference/guide' and creating tile-able wall sections with their sort of level of detail? They are each between 300 and 900 polys.

Edit: For example, such as this:



I can create corner pieces and doors (hopefully animated) also.

Post has been edited 1 time(s), last time on Feb 15 2011, 2:26 pm by Cardinal.



None.

Feb 15 2011, 4:43 pm Ahli Post #28

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

news:
-fixed DUR dialog problem (I didn't use an array :X, so only the player with recent update should have seen it)
-new stairs system with right clicks on stairs to enter another area + area name display on top of the screen
-right mouse clicks triggers everything (per ability, yeah ;D)
-some townsfolk has their profession over the name (blacksmith, healer, witch, gambling)
-mouse3/4/5 can shot arrows now
-selling at gamble

also:
I'm inspiring modelers, hell yeah :lol:

Post has been edited 1 time(s), last time on Feb 15 2011, 9:08 pm by Ahli.




Feb 15 2011, 9:09 pm Jack Post #29

>be faceless void >mfw I have no face

Ahli, how'd you like me to grab a whole bunch of D1 and/or D2 spell icons for you? (Although I daresay they're all in your Diablo MPQs, which I don't have due to not having either game.) There's a bunch on the internet.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Feb 15 2011, 9:12 pm Ahli Post #30

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I've all d1 icons already and d2 shouldn't be a problem neither.
But thx.

edit:
-finally made the static inventory like I wanted it to be (e.g. healing potions @healer will be deleted because he always sells healing potions and the list stays in its structure after buying a static item)
-the NPCs are wandering around their starting position

Post has been edited 2 time(s), last time on Feb 15 2011, 11:16 pm by Ahli.




Feb 16 2011, 6:37 am payne Post #31

:payne:

I really like seeing the features I suggest being implemented. It actually doesn't happen often so... thanks Ahli! :wub:



None.

Feb 16 2011, 6:41 am DevliN Post #32

OVERWATCH STATUS GO

Quote from payne
... My mouse only has Button 1, 2 and 3. D:
And it's even worse for Mac users.

You should just make it "Left-Click on enemy while Bow is equipped"
My mouse on my Mac has 3 buttons (the third being the scroll wheel).



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 17 2011, 5:22 pm NicholasBeige Post #33



Quote from name:Cardinal
Or Shift+Mouse1 . Like it was in Diablo?
^ this.

And Mouse1 clicks on terrain should give the move order. :3

So holding down mouse1 (ie. just like it was in Diablo)



None.

Feb 18 2011, 3:20 am payne Post #34

:payne:

Quote from name:Cardinal
Quote from name:Cardinal
Or Shift+Mouse1 . Like it was in Diablo?
^ this.

And Mouse1 clicks on terrain should give the move order. :3

So holding down mouse1 (ie. just like it was in Diablo)




None.

Feb 18 2011, 7:48 am Ahli Post #35

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

ok, payne wants me to fill the whole map with invisible drones? :D
That's one of the 2 methods I've tried earlier.

I'm already testing stuff with the new mouse event.
I guess I need to test that for lags in multiplayer, today after I've created a better ordering because I can't just order the unit to "right click".
So I have to handle the correct commands myself (unfortunately).




Feb 18 2011, 10:02 am NicholasBeige Post #36



You must be able to make a unit 'auto-cast' a certain ability with a simple right-click... Smart-Casting field?

And yeah, that video's obsolete now, Payne. Since 1.2 you can track the mouse location - the drone-map technique was just to substitute a way of locating the cursor.



None.

Feb 18 2011, 11:11 am Ahli Post #37

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Attacking, item pickups, NPC talk is made with a single right click on it.
But I can't trigger that the system would think that the player right clicked.
I would like to call the inbuilt function that handles that.

Atm I have to distinguish the clicked units and trigger the correct order...




Feb 18 2011, 11:43 am NicholasBeige Post #38



I'm free to test tonight at some point if you'de like Ahli? I'm GMT so I think you're +1, whenever you're avail



None.

Feb 18 2011, 11:55 am Ahli Post #39

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I only need to add periodical checks, if you are holding mouse1 without moving the cursor. And then I need to see how much it will lag with different timings and how bad it can get if everyone spams mouse 1 keypresses...




Feb 18 2011, 5:09 pm NicholasBeige Post #40



@Ahli - Ich hoffe, Ihr Englisch ist gut!

top secrets feedback


Post has been edited 3 time(s), last time on Feb 18 2011, 5:25 pm by Cardinal.



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[10:50 pm]
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[10:11 pm]
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[10:11 pm]
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[11:50 pm]
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[2024-4-17. : 3:26 am]
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[2024-4-17. : 1:52 am]
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[2024-4-17. : 1:08 am]
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