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.
I'll happily churn out some models if you'de like?
@Jack - what exporter do you use to get them into Starcraft 2?
None.
I could totally try and texture that. Send me the model or that unwrap pl0x.
None.
>be faceless void >mfw I have no face
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
but explain a bit better please, or just draw on paint what you mean.
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.
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."
I think he means if you would be able to tile it to make a room.
None.
>be faceless void >mfw I have no face
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:
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."
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.
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
Post has been edited 1 time(s), last time on Feb 15 2011, 9:08 pm by Ahli.
>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."
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.
I really like seeing the features I suggest being implemented. It actually doesn't happen often so... thanks Ahli!
None.
... 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).
Currently Working On: My Overwatch addiction.
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.
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?
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).
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.
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...
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.
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...
@Ahli - Ich hoffe, Ihr Englisch ist gut!
top secrets feedback
Feedback from todays EU testing - Shift+Mouse1 Click functionality. Make it a search area offset by the casters facing angle, instead of the current 'detect unit between two points'. Make it display the attack regardless of whether or not a unit was detected.
- Scroll of Town portal (or give all hero's Blink with unlimited range ) - testing purposes
- Shared Experience. Also monster scaling experience (not sure if you have this already, but if I am level 4 and I kill a level 1 skeleton I should gain 0 exp etc). Stops people abusing the fact that monsters respawn.
- Minimap icons - maybe just ping the location of Up and Down staircases (if they have been explored already) with different colours for a player each time he uses a staircase. This would get around the minimap display limitation.
- Display a loading screen/distraction - when the game loads up (after the default loading screen) there is extreme lag (as it completes map initialisation) and the Diablo 1 screen - load/create new character - is displayed. Delay the showing of this screen, and just show a blank screen for 5 to 15 seconds displaying something like "please be patient, this game is awesome".
- Hero Collision / Doorway Detection. As discussed. Look into the collision modification of harvesters while harvesting. So when a Hero is fighting monsters or has enemy monsters nearby (when he's purposefully standing in a doorway) he has full collision (against monsters and heroes). But if a Hero is standing in a doorway (or anywhere) and there are no monsters nearby and he is idle, remove his collision with other Hero units.
- Localisation text issues? You can remove all the debug texts - or at least give us an option to disable them - I had to use F11 to read what you were saying half the time.
- Ahli: "uhh, uhhh where are the CHESTS" (self-explanatory)
- Doors (and keys man!) it'll be awesome - give kids a reason to kill all those monsters (because a door is locked and they need a key)
- Monsters respawning over time - maybe region and counting of remaining monsters and randomised respawn points which activate when no hero is nearby.
- Wall footprints / sight radius of hero. So that the corner-pieces are visible/displayed without having to walk right next to them.
- Neutral disable wander behaviour whilst in conversation. Re-enable on dialogue close.
- Hero respawn should reset last order (give unit order with no target, order: stop).
- Possible algorithm changes? Alternative algorithms? For creating regions with certain themes, or incorporating pre-built sections into a randomised generation.
- Test regenerative dungeons - as discussed - have a chat command for yourself which will clear a dungeon entirely (monsters, walls, doors, chests ) and then re-create it. Will also be a good opportunity to test variations on maximum size/minimum size of rooms etc - for more unique dungeon creation. So maybe allow yourself to define the parameters with the chat command when you regenerate a dungeon.
- Character creation screen - the 'warrior'/'rogue'/'sorcerer' buttons should change colour when you have one selected.
- Fix the Machine-gun bows, you ain't John Rambo.
Post has been edited 3 time(s), last time on Feb 18 2011, 5:25 pm by Cardinal.
None.