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[General] VISUAL Systems

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sentrywiz

S

sentrywiz

I'm wondering.

How are example, the inventory and equipment systems in TKOK made. Or the menu system in Blades n Gore?

From my standpoint, it looks like some advanced JASS multiboard... i dont even know.
 

sentrywiz

S

sentrywiz

Kaliron? I never really played that, but I got to see the shop system. It's probably the same.

Still, how is that done? They have a model of the hero you are playing,
with an inventory and can be fully equipped. Like the inventory in mmo's. Especially like the WoW Inventory UI.

Do you know how is that made?
 
Check this out for a GUI-ish sample:
http://www.hiveworkshop.com/forums/spells-569/hero-selection-window-v1-0-a-226393/

Or this:
http://www.hiveworkshop.com/forums/spells-569/ultimate-gui-hero-pick-system-2-3-a-192082/

The menus are just destructables that have a replaceable texture. You'll usually have one for blank icons. If you want to put an icon there, then you just hide the blank icon and create a new destructable that is using the icon you want. Some systems use trackables (available to vJASS), but others use units for selection handling.

The model of the hero is done by making a unit with locust that shares the model of your hero, and then you just set the roll to an angle so that it is facing upward (see any of those maps I linked to see how it is done). Then you can attach stuff to it.

TKoK may do things slightly differently since it was coded in vJASS, but the overall process is pretty much the same. You just have to be careful for desyncs. Those "visual" systems (full-screen user interfaces) are prone to desyncs, since you usually have to change how things look just for the player who is viewing it. This is perfectly doable if you understand how GetLocalPlayer() works, but they are overall pretty complicated to make.
 

sentrywiz

S

sentrywiz

Check this out for a GUI-ish sample:
http://www.hiveworkshop.com/forums/spells-569/hero-selection-window-v1-0-a-226393/

Or this:
http://www.hiveworkshop.com/forums/spells-569/ultimate-gui-hero-pick-system-2-3-a-192082/

The menus are just destructables that have a replaceable texture. You'll usually have one for blank icons. If you want to put an icon there, then you just hide the blank icon and create a new destructable that is using the icon you want. Some systems use trackables (available to vJASS), but others use units for selection handling.

The model of the hero is done by making a unit with locust that shares the model of your hero, and then you just set the roll to an angle so that it is facing upward (see any of those maps I linked to see how it is done). Then you can attach stuff to it.

TKoK may do things slightly differently since it was coded in vJASS, but the overall process is pretty much the same. You just have to be careful for desyncs. Those "visual" systems (full-screen user interfaces) are prone to desyncs, since you usually have to change how things look just for the player who is viewing it. This is perfectly doable if you understand how GetLocalPlayer() works, but they are overall pretty complicated to make.

I checked your first link and this is exactly what I was talking about.
So atleast we are on point (no confusions)

INVENTORY SYSTEM
So you are basically telling me that if I swap the model of a tree
with the image of an empty inventory space, then paint them on
a map in the way I want -- then when the hero picks an item,
I replace the tree icon with another tree that has the item icon?

But how are the borders made then? And the buttons?
Are they all "trees" with different models?

MODEL SYSTEM
So the model is a locust of the unit. And there is a camera that
is "seeing" the unit from a different angle, you said upwards.
Then how is that locust unit being shown? Its like you can show
what the camera is showing inside an image?

Damn... I really don't get this part at all.

But you really helped... atleast until I tried to explain things.
I got horribly confused. I still am. Hopefully you can explain it to me.
 
Then how is that locust unit being shown?

The unit is either created when you go to the inventory or always there... then there's a camera (You know that you can make multiple cameras in the editor right?) set-up on that place (the place of the inventory)... then when you open the inventory, it then activates that camera... that's simply how it is... If you're asking how the unit is shown in front-view, it's via the pitch/roll angle of that dummy unit on the OE (-90 I believe for most character units result to it showing that way)

then when it comes to visuals when you equip, it's just attachments added to the unit...

For the buttons etc... Normally, they are all just copies of the same model (for models that have same sizes, otherwise they use several models)... they just use different textures, utilizing the destructable's capability of changing textures via the OE...
 
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sentrywiz

S

sentrywiz

The unit is either created when you go to the inventory or always there... then there's a camera (You know that you can make multiple cameras in the editor right?) set-up on that place (the place of the inventory)... then when you open the inventory, it then activates that camera... that's simply how it is... If you're asking how the unit is shown in front-view, it's via the pitch/roll angle of that dummy unit on the OE (-90 I believe for most character units result to it showing that way)

then when it comes to visuals when you equip, it's just attachments added to the unit...

For the buttons etc... Normally, they are all just copies of the same model... they just use different textures, utilizing the destructable's capability of changing textures via the OE...

I don't really get the camera thing. I know that you can place lots of cameras in the editor, but I just don't understand how can you show a unit in a frame without shifting the entire screen from that camera's perspective.

When inventory is open, I believe the camera is top down. Its looking down on the destructibles lined up as an inventory. Then the locust unit is shown in a different blank space. If I show the unit, won't that shift the entire screen to that camera view? This is what I don't understand.
 
INVENTORY SYSTEM
So you are basically telling me that if I swap the model of a tree
with the image of an empty inventory space, then paint them on
a map in the way I want -- then when the hero picks an item,
I replace the tree icon with another tree that has the item icon?

But how are the borders made then? And the buttons?
Are they all "trees" with different models?

The borders are just models. They are designed to map properly with the UI textures. There are some models for the corners, and models for each of the edges.

MODEL SYSTEM
So the model is a locust of the unit. And there is a camera that
is "seeing" the unit from a different angle, you said upwards.
Then how is that locust unit being shown? Its like you can show
what the camera is showing inside an image?

Damn... I really don't get this part at all.

But you really helped... atleast until I tried to explain things.
I got horribly confused. I still am. Hopefully you can explain it to me.

...

I don't really get the camera thing. I know that you can place lots of cameras in the editor, but I just don't understand how can you show a unit in a frame without shifting the entire screen from that camera's perspective.

When inventory is open, I believe the camera is top down. Its looking down on the destructibles lined up as an inventory. Then the locust unit is shown in a different blank space. If I show the unit, won't that shift the entire screen to that camera view? This is what I don't understand.

It is a top-down view. By giving the unit a special roll/pitch, it'll face directly upwards (face towards the camera). When you show the unit, nothing has to happen to the camera. The unit is pretty much like a doodad. And the "frame" isn't really a frame, it is just made up of destructables. Just look in the object editor of those maps I linked. Check the "units" tab, and see the unit they made. Find it in the unit palette, and then try to place it. Hopefully that'll clear things up.
 

sentrywiz

S

sentrywiz

The borders are just models. They are designed to map properly with the UI textures. There are some models for the corners, and models for each of the edges.



It is a top-down view. By giving the unit a special roll/pitch, it'll face directly upwards (face towards the camera). When you show the unit, nothing has to happen to the camera. The unit is pretty much like a doodad. And the "frame" isn't really a frame, it is just made up of destructables. Just look in the object editor of those maps I linked. Check the "units" tab, and see the unit they made. Find it in the unit palette, and then try to place it. Hopefully that'll clear things up.

Ooh. So you are saying the locust unit is facing upwards towards the camera? That makes sense.

But how are they able to make the unit "lay down" on the ground, because it looks like that from top perspective.

Despite not understanding how is the unit shown like that, now I get it.
Many thanks and ofc, +rep to both.
 

sentrywiz

S

sentrywiz

I already told you that...

Not in the way I understood. Still not your problem, since
you did tell me -- I found the top down explanation simpler
since I was confused. In my mind, you had two cameras
one top-down and another showing the locust unit.

Still +rep.
 
I was talking about your question how it's done...

But how are they able to make the unit "lay down" on the ground, because it looks like that from top perspective.

which clearly says that you still doesn't quite comprehend how it looks like that... so I said I already told you how to make it look like that... and Purge's post also included the instructions... :)

anyway, bottomline is: It's just the pitch/roll angle setting of the unit in the OE...
 
The model of the hero is done by making a unit with locust that shares the model of your hero, and then you just set the roll to an angle so that it is facing upward (see any of those maps I linked to see how it is done). Then you can attach stuff to it.

But how are they able to make the unit "lay down" on the ground, because it looks like that from top perspective.

It's been said quite.. earlier.

In my mind, you had two cameras
one top-down and another showing the locust unit.
Nope. Try Pitch and Roll Angles yourself to understand that you can rotate a unit to a facing and a z rotation.
 

sentrywiz

S

sentrywiz

I was talking about your question how it's done...



which clearly says that you still doesn't quite comprehend how it looks like that... so I said I already told you how to make it look like that... and Purge's post also included the instructions... :)

anyway, bottomline is: It's just the pitch/roll angle setting of the unit in the OE...

Uh huh. I understand the pitch/roll angle you're talking about.
But I don't get where in the triggers is that done.
Because I haven't been able to change a unit's pitch angle, just the direction its facing. That's why I don't get it fully.

But other than that, you guys explained it well and I got the picture how inventory is made.
 

sentrywiz

S

sentrywiz

heres my system if its any help. (no map attached though)

http://www.hiveworkshop.com/forums/lab-715/full-screen-inventory-system-242966/#post2429979

the unit isnt a unit but a destructable with the model of the unit i want to show. i have a destructable for every hero and i just swap them out.


Nope. Try Pitch and Roll Angles yourself to understand that you can rotate a unit to a facing and a z rotation.

I didn't really know that you can pitch/roll a unit at a z angle. That's new to me. So how can I try it out? Just add any unit to a map, make the camera look top-down and then what?
 
sentrywiz said:
I didn't really know that you can pitch/roll a unit at a z angle.
->
Wrathion said:
Try Pitch and Roll Angles yourself to understand that you can rotate a unit to a facing and a z rotation.

sentrywiz said:
So how can I try it out? Just add any unit to a map, make the camera look top-down and then what?
->
Adiktuz said:
anyway, bottomline is: It's just the pitch/roll angle setting of the unit in the OE...

It has rather been mentioned earlier too..
 
Uh huh. I understand the pitch/roll angle you're talking about.
But I don't get where in the triggers is that done.
Because I haven't been able to change a unit's pitch angle, just the direction its facing. That's why I don't get it fully.

Uhm, I already told you where to do that... Do you even read everything that we post???

Adiktuz said:
then when you open the inventory, it then activates that camera... that's simply how it is... If you're asking how the unit is shown in front-view, it's via the pitch/roll angle of that dummy unit on the OE (-90 I believe for most character units result to it showing that way)

That's I think my very first post in this thread... and I already told you to do it in the OE... then I told you again on the post Wrathion quoted...
so I had already pointed you where it is at least two times... yet you still ask where to do it???

Instead of asking here questions that we already answered multiple times already, yet you failed to understand, I think you're better off going to the editor and trying things out by yourself...
 

sentrywiz

S

sentrywiz

Uhm, I already told you where to do that... Do you even read everything that we post???



That's I think my very first post in this thread... and I already told you to do it in the OE... then I told you again on the post Wrathion quoted...
so I had already pointed you where it is at least two times... yet you still ask where to do it???

Instead of asking here questions that we already answered multiple times already, yet you failed to understand, I think you're better off going to the editor and trying things out by yourself...

I realized I was asking the same questions so I did go to the editor. I also checked the links from Arhowk and PurgeandFire.

I see where the magic happens. So this thread is resolved, I understand now.
 
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