Staredit Network > Forums > SC2 Custom Maps > Topic: Soldat. Should I Say Anything More?
Soldat. Should I Say Anything More?
Sep 5 2010, 10:38 pm
By: TiKels  

Sep 5 2010, 10:38 pm TiKels Post #1



Topic that had soldat mentioned in it.
Go to the above topic for some basic information on the game itself. Watch the youtube video in there.


Now then, I want to know if it would be possible to turn a camera to exactly zero it down (i know this is possible), change all unit models to be sideways, remove shadows, and have physics that work very similarly to soldat's. I already pieced out a 30 second terrain bit that makes it look quite good.



The same format could also be used for a "Worms" game.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Sep 5 2010, 11:20 pm payne Post #2

:payne:

Looks extremely interesting.
Changing unit models to be sideways is doable: link 1, link 2.
Physics are more than doable.

I find it funny that we have a "Show only shadow" wiki, but no "Don't show shadows". :lol:



None.

Sep 5 2010, 11:46 pm TiKels Post #3



Excuse me, I am loading those links right now, but do you think it will be practical? Like would it require tons of new models to be added into the game OR would it just get the model and modify it? If so, would it be better just to use 2d sprites or something?

I cannot find a download link on the sc2mapster site for the maps. I was hoping to use native 3d models, not 2d sprites (unless I have to). How are those things remotely demonstrating what I wanted? I want shifted 3d models and a tutorial on how to do it... =(

Post has been edited 1 time(s), last time on Sep 6 2010, 12:07 am by TiKels.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Sep 6 2010, 1:21 am Roy Post #4

An artist's depiction of an Extended Unit Death

Are you doing a bird's eye view? It would be easier to set the camera to ground level, but then you couldn't detail the cliffs and varying height as much as you had in the screen shot. But! If you do put the camera to the ground, you wouldn't have to worry about finding models or changing the current ones.




Sep 6 2010, 1:48 am DevliN Post #5

OVERWATCH STATUS GO

Yeah, it might be easier to just make it a side-scroller similar to the Mario link payne posted. You lose the cool terrain, but at least it would be easier to reproduce, I imagine.



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

Sep 6 2010, 1:50 am TiKels Post #6



Quote from Roy
Are you doing a bird's eye view? It would be easier to set the camera to ground level, but then you couldn't detail the cliffs and varying height as much as you had in the screen shot. But! If you do put the camera to the ground, you wouldn't have to worry about finding models or changing the current ones.
I'm not sure. I kinda liked the helicopter-view idea, using water as a backdrop for the sky was genius too.

Ground level:
-Is there an easy way to maintain speeds when going up hills so that a person heading up a hill isn't going five billion miles per hour?
-Would it be easier or harder to do physics this way (for bullets and grenades)? I don't know how I would do it for this.
-Would Jet-boots be doable?

Birds Eye/Helicopter View:
-Is there a way to make units follow a "track" or pre-designed path for ground movement that still accounts for jumping and jets? If not, how should I restrict unit movement from going up or down unless they have jetboots activated? Maybe turn the unit into a flyer-type?

General:
-How should I input keyboard commands? I heard trigger based commands are laggy.

I'm sure there are more to come.

I'm still a noob at sc2 mapping, I don't know what's possible and what takes more effort.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Sep 6 2010, 2:54 am Roy Post #7

An artist's depiction of an Extended Unit Death

Quote from TiKels
Ground level:
-Is there an easy way to maintain speeds when going up hills so that a person heading up a hill isn't going five billion miles per hour?
-Would it be easier or harder to do physics this way (for bullets and grenades)? I don't know how I would do it for this.
-Would Jet-boots be doable?
- Maintaining speeds may require calculation based on the change rate of unit height, and may get annoying. This is probably the main drawback.
- It would probably be easier to do physics; you just manipulate unit height, rather than making artificial gravity based on the y-axis.
- Yes. Just set the unit height and find the appropriate effects (if needed).

Quote from TiKels
Birds Eye/Helicopter View:
-Is there a way to make units follow a "track" or pre-designed path for ground movement that still accounts for jumping and jets? If not, how should I restrict unit movement from going up or down unless they have jetboots activated? Maybe turn the unit into a flyer-type?
You'd have to create an artificial form of gravity, and manipulate everything based on their y-position for height.
To disable going up and down, have pathing blockers above and below the unit, so they can only move directly left or right. When they are jumping or flying, remove the pathing blockers.

Quote from TiKels
General:
-How should I input keyboard commands? I heard trigger based commands are laggy.
Hotkeys would be the way to go. Detecting keys directly creates a lot of network traffic.




Sep 6 2010, 3:04 am TiKels Post #8



If the main drawback for ground view is a tiny slope detection thing, then by all means I'm going to end up going for that.

Now I just need to learn how to map past the basics. Can you show me a FAST example map demonstrating hotkey keypress movements? It doesn't have to be complex, just show me how to get the basic concept of movement down.

Would it be better for me to experiment with camera angles myself or have someone teach them?



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Sep 6 2010, 5:52 am payne Post #9

:payne:

Not sure but this might help too: http://www.staredit.net/starcraft2/3rd_Person_Camera_%28StarCraft_II%29



None.

Sep 6 2010, 1:23 pm TiKels Post #10



Quote
This is a very simple way to create a third-person camera. The distance behind the unit is easily modified. This method is intended for multiple users as well (and is modifiable to work with just one), but note: The triggers used in this tutorial WILL cause major lag if played on battle.net. If someone can find a way to do it with less lag, please update this wiki article.
Does not want.

Is there a way to turn replay recording off? I heard a rumor that that's what causes the lag, all the camera recording.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Sep 6 2010, 2:34 pm Ahli Post #11

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

terrain module -> map -> map options -> disable replay recording




Sep 6 2010, 3:50 pm TiKels Post #12



1. Is loading campaign dependencies a bad idea for this map? Is it ever a bad idea? Is it ever a good idea? I heard rumors of map-breaking glitches.
2. How do I set a default camera position?



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Sep 6 2010, 4:05 pm DevliN Post #13

OVERWATCH STATUS GO

1. It was map-breaking when loading dependencies on maps made with the beta editor. Other than that, I haven't seen any issues with it. You might as well load it for all the new objects and models it unlocks.



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

Sep 6 2010, 4:13 pm TiKels Post #14



Should I load BOTH campaign AND melee dependencies or just campaign?



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Sep 6 2010, 4:48 pm Roy Post #15

An artist's depiction of an Extended Unit Death

Quote from TiKels
2. How do I set a default camera position?
Camera layer, place a camera at the desired angle.

In triggers, set the camera position to the camera you placed.




Sep 6 2010, 4:56 pm TiKels Post #16



Quote from Roy
In triggers, set the camera position to the camera you placed.
What is the name of the action for this? There are like 50 matches to the search "camera"

Edit: Better yet, do you have AIM to make this easier to do? :dev:
Or we could do it over SC, but I'd prefer shoutbox or AIM.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Sep 6 2010, 5:06 pm Roy Post #17

An artist's depiction of an Extended Unit Death

Apply Camera Object is what you're looking for as far as repositioning. There are a bunch of parameters, but they are for transitions and aren't important for your cause. Set the time to 0.0 and it will snap instantly to your camera.

Also, "Make Camera Look At And Follow Unit" may be useful to you as well.




Sep 6 2010, 5:26 pm TiKels Post #18



I tried using "Make Camera Look at and follow unit" but it didn't pan the camera, it only changed the angle, which MIGHT be useful later on, but not for what I want right now. Units are only going to be able to move in 2 dimensions, Up and down/left and right.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

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