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xAerox
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  • I don't have any glows, it is models that has it and I use those, as in addition I get the glow. For example crystals. I would like to get some glows myself, hehe.
    I don't really make such things, it is usually a model with glow effect I am using, would nice to have some glow effect for terrains.
    These were uploaded on youtube and had no copyright issues, plus proper credits were given. I don't know if they deem their work free, but I assume it is.
    It lags only for the first time so you can cast it not in the middle of fight for the first time to avoid the lag. It still would cause lags, it doesn't matter I give it later or it already have it. Unit propery system is based on seting the level of ability so that certain level would provide certain amount of property and level is decided by conditions. Since I set the level and spell has several hundreds of levels, it still has to load it for the first time.
    You know you could also delete animations with Magos Model Editor, look for sequences and you'll find. I just saw this.
    ------------
    Anyway how are you?
    First of all, the textures. You can save the texture with BLP Lab program on 70% quality with opaque selected without losing much and another thing - you need to remove the animations that are not necessary and with animations it is a little bit complicated, you would need some knowledge on the matter, perhaps read up on it, because I never succeed in removed them properly. it is not enough to delete the animation on model editor, it just stays hidden that way. So if you did these, its size should do gown drasticly.
    No, it will stay that way, sorry. Even if I spent a lot of time and effort trying to figure out how to remove unnecessary animations, to blurry the textures, it would still be around 150 MBs in my opinion.
    Yes I did, ground and sides must be hidden as well, because I have a gameplay near the edge.
    Hi :D
    Just wanted to say that your map looks great!
    Although I can't really coment on anything, since the map hasn't been released, I was amazed at the screenshots...
    I look forward to seeing the map at its first release!
    Thank you for the tip, even as a terrainer, I was wondering how is that possible. Thank you again!
    I'm not sure. I set camera to default and create a camera, then check its Far Z and it was 5000.
    Far Z just increase your range of sigh, how far you can see, it doesn't make anything small. I think maximum is 10 000. I needed this kind of far because I had very different terrain levels in certain areas and tiles covering black was set to the same level so when hero goes higher, tiles gets black, so I had to increase Far Z tremendously. No need to set it that big if you don't have this problem, it may just cause additional lag. Map is 256x256 and everything fits perfectly.

    What do you mean everything's black?
    Exactly, not to, but by.

    I didn't really measure the distance, I put it that far so that a fog with an end of 3500 would cover it nicely. Depends on what are you trying to achieve. It is black for you because your Far Z of camera is too low. Increase it via triggers (which has to be a periodic trigger because mouse wheel reset it during game) or holding Ctrl + Mouse Wheel Towards You in the Editor.

    Alright, looking forward to it, terrain looks nice I must say. :)
    No, it depends, increase it by 1000 and not to 1000, if model is big, you may need even bigger number. Just increase it 10 times, add zero to the end of a value.
    Open your model through Model Editor, then Edit > Model Properties and then increase X; Y; Z properties by 1000 or something. Do more if it is not enough.
    It is allowed, no worries. You can even use Dota 2 rips if you have the proof of legal use for it.

    There are two ways of solving it. You have to geomerge an additional invisible and unselectable geoset which is much bigger than the model itself OR you can just increase model's extents via Model Editor.
    Yeah DDS.
    You can use struct infact....
    But use this :
    globals
    private constant integer MAX_UNITS = 12000
    endglobals

    private struct Data [MAX_UNIT]
    ...
    endstruct
    Hum...
    Maybe use Table like this :
    First index - Id of unit
    Second index - Data you want to get
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