Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Is it possible to make movie-minimaps?
Is it possible to make movie-minimaps?
May 27 2008, 10:52 pm
By: midget_man_66
Pages: 1 2 3 >
 

May 27 2008, 10:52 pm midget_man_66 Post #1



Theres obviously a method to put porn on starcraft.. and its been done several times. from dirty tank D and sexypics collection to the new Strip Jessica Alba.. and i was thinkin.. man... .bmp to .scx, kool. is there a way to create maps that have animated tiles? if this sounds completely nub dont claim my to be, i have logic. lol. you can see that in a desert map the bubbles in tar are made.. thats an animated tile. and with shore in most tilesets with water, you can see the waves... once again oviously animated. can you animate any tile like this with some method without modding or tilediting? that opens up a whole new possibility for starcraft porn... ER eh.. he he. *wipes sweat off forehead* i mean, starcraft mapping. ty :D



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May 27 2008, 11:09 pm stickynote Post #2



No, you cannot. However, you can make seem as if the terrain has changed on your screen (not minimap.) See this topic.
I did have an idea where you could use player colors as a cinematic on the minimap, if you created and removed units really quickly. However, you cannot animate the tiles.



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May 27 2008, 11:14 pm LosTZealoT Post #3



I dont see a way of changing the tiles in game. The only way is really using player colors, there are a variety of them above 12 but Im not sure how well this would work...



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May 27 2008, 11:16 pm stickynote Post #4



You can change the player color in scmdraft, therefore allowing you to choose different colors.



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May 27 2008, 11:16 pm midget_man_66 Post #5



kool, thanks that link was a good idea... heh i guess, *topic closed* eh?



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May 28 2008, 2:09 am LosTZealoT Post #6



Quote from stickynote
You can change the player color in scmdraft, therefore allowing you to choose different colors.

True, but in order to still have Orange, Red, Blue, Teal, etc, you'd need to use Players 9-12 and above, unless you choose a palette of 12 colors and just use those.



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May 28 2008, 11:15 am Clokr_ Post #7



There are no true animated tiles. The tileset ones (tar, water, magma, etc) are just palette animations (they just cycle some pixels through a given sequence of colors).

Quote from stickynote
You can change the player color in scmdraft, therefore allowing you to choose different colors.
The minimap update rate is quite slow. That's the biggest problem for minimap cinematics that use units.



?????

May 28 2008, 8:52 pm Ahli Post #8

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

you would have to say the player that he has to hold the TAB button to refresh the minimap faster.




May 29 2008, 2:47 am Falkoner Post #9



Yeah, but what kind of picture quality would it be with a palette of 12 colors? Any other players can't be affected via triggers, so that's all you could use, and only 8 of those you can change.



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May 29 2008, 2:48 am MNeox Post #10



naked stick figures! an animated minimap xD



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May 29 2008, 4:10 am stickynote Post #11



Naked stick figures? :| Is that possible? Aren't stick figures already naked?



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May 29 2008, 1:03 pm Clokr_ Post #12



Quote from Falkoner
Yeah, but what kind of picture quality would it be with a palette of 12 colors? Any other players can't be affected via triggers, so that's all you could use, and only 8 of those you can change.
You could try to find some shades of grey, or mod SC to change the player colors. That way a blank and white animation could look quite good.



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May 29 2008, 11:39 pm MNeox Post #13



Quote from stickynote
Naked stick figures? :| Is that possible? Aren't stick figures already naked?
They wear tights xD



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May 30 2008, 12:16 am stickynote Post #14



Shades of gray? A black and white animation would still be cool though. You could black, white, and a couple other colors, such as red or whatever. I think it would really take sc map making to the limit of we did make a minimap animation. Who's up to do all the triggers?



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May 30 2008, 12:24 am Falkoner Post #15



Someone a while back did a little Mario movie by giving pylons, but obviously it was Mario and so it was 8 bit graphics :P



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May 30 2008, 12:54 am O)FaRTy1billion[MM] Post #16

👻 👾 👽 💪

Quote from Clokr_
There are no true animated tiles. The tileset ones (tar, water, magma, etc) are just palette animations (they just cycle some pixels through a given sequence of colors).
It's not necessarily per-pixel, it is per-palette. The pixels stay exactly the same. The palette actually changes.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

May 30 2008, 1:30 am Clokr_ Post #17



Quote from O)FaRTy1billion[MM]
Quote from Clokr_
There are no true animated tiles. The tileset ones (tar, water, magma, etc) are just palette animations (they just cycle some pixels through a given sequence of colors).
It's not necessarily per-pixel, it is per-palette. The pixels stay exactly the same. The palette actually changes.

I was just trying to explain palette animations so he could understand them :P



?????

May 30 2008, 1:35 am O)FaRTy1billion[MM] Post #18

👻 👾 👽 💪

The options menu even refers to it as 'Color Cycling'.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

May 30 2008, 8:37 pm Joker47 Post #19



Quote from Falkoner
Someone a while back did a little Mario movie by giving pylons, but obviously it was Mario and so it was 8 bit graphics :P
Me and Falkoner know the same person. The guy who made that map I met awhile ago when I was (U) (he was a former member that still came on once a month or so)... this must be 3-4 years ago that I talked to the guy, if some one can remember his name I will recognize it.

Anyway, he showed me his mario map, and I was pretty interested in it. So he showed me a project he was working on. It was a map that was a recreation of the windows 3D maze screen saver, and it lasted for several minutes. He basically constructed a program that would take a file and put it into a minimap movie form (using a pylon grid). I remember glancing at the triggers and I believe he used a unit death counter system. I asked him when he was going to release the program, unfortunately he said he probably wasn't going to because he really didn't want to see sexy pics turn into sexy movies. The map is most likely on my computer that just got wiped last week. I know some one else (also from (U) I believe) was in the game watching... so someone probably has it.

So to answer your question more simply:
Yes, it is possible- but it will have poor resolution and framerate.



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May 31 2008, 12:54 am stickynote Post #20



Who cares? It would still be a kick ass map.

EDIT: Does anybody have that mario map? If so, can they post it?

Post has been edited 1 time(s), last time on May 31 2008, 4:43 pm by stickynote.



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Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
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