Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
I haven't looked much into SC2 modding over the last years; only recently since they announced the HD remakes of all WC3 unit models, I became interested in this again.
The question is: how would the demand for a quality SC2 fantasy RPG be? Are there lots of comparable projects?
Also, what would it actually take to make such an ambitious project real? What would be the limits?
Obviously, collecting enough art assets to support such an idea would be a pain in the ass. Especially as those art assets need to be externalized as mods, in order to keep the map file small.
My idea here would be to convert the Sword & Stone and B²M highres models into .m3, (which obviously would be a tremendous amount of slave work, but at least we have a huge library of all kinds of environmental doodads then). With some Gimp skills, it shouldn't be hard to create normal and specular maps aswell (good thing theres a filter for that in GIMP) to improve the visual quality of them. There's some nice freebie programs that allow to automate the creation of normal and specular maps.
Once this is done, there is another problem: missing SFX models to fit a medieval theme. There's only so much you can do without proper fire, ice or lightning effects or buff arts. I don't know yet how to fix this, though.
Setting up a general game engine using the Galaxy script code shouldn't be hard. After all, it's way more powerful than JASS.
The data editor will be a pain in the ass, though. While it only takes a couple of seconds to create new creeps or items in WC3, everything will be tedious in the SC2 data editor.
What would be a typical, "modern" SC2 approach to do this? Is it actually recommended to create (virtual) items via script instead of actual object data? After all, adding a line of text usually is faster than clicking through abstract GUI layers.
Basicly, I'm struggling the most with imagining a possible time-effective workflow to create monsters and items.
Can someone, who knows about the current state of SC2 modding give me examples how workflows for all these topics would look like? Before I check out if the SC2 editor is fun enough for me to convert and create an ambitious project, I need to know if the SC2 editor actually benefits me in terms of the "time in, content out" formula.
JASS and LUA allowed me to mass-produce and create new content with just a couple of script lines. I have horror-visions of endlessly clicking through the data editor GUI in order to create a single item...
The question is: how would the demand for a quality SC2 fantasy RPG be? Are there lots of comparable projects?
Also, what would it actually take to make such an ambitious project real? What would be the limits?
Obviously, collecting enough art assets to support such an idea would be a pain in the ass. Especially as those art assets need to be externalized as mods, in order to keep the map file small.
My idea here would be to convert the Sword & Stone and B²M highres models into .m3, (which obviously would be a tremendous amount of slave work, but at least we have a huge library of all kinds of environmental doodads then). With some Gimp skills, it shouldn't be hard to create normal and specular maps aswell (good thing theres a filter for that in GIMP) to improve the visual quality of them. There's some nice freebie programs that allow to automate the creation of normal and specular maps.
Once this is done, there is another problem: missing SFX models to fit a medieval theme. There's only so much you can do without proper fire, ice or lightning effects or buff arts. I don't know yet how to fix this, though.
Setting up a general game engine using the Galaxy script code shouldn't be hard. After all, it's way more powerful than JASS.
The data editor will be a pain in the ass, though. While it only takes a couple of seconds to create new creeps or items in WC3, everything will be tedious in the SC2 data editor.
What would be a typical, "modern" SC2 approach to do this? Is it actually recommended to create (virtual) items via script instead of actual object data? After all, adding a line of text usually is faster than clicking through abstract GUI layers.
Basicly, I'm struggling the most with imagining a possible time-effective workflow to create monsters and items.
Can someone, who knows about the current state of SC2 modding give me examples how workflows for all these topics would look like? Before I check out if the SC2 editor is fun enough for me to convert and create an ambitious project, I need to know if the SC2 editor actually benefits me in terms of the "time in, content out" formula.
JASS and LUA allowed me to mass-produce and create new content with just a couple of script lines. I have horror-visions of endlessly clicking through the data editor GUI in order to create a single item...