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Old 05-04-2010, 07:32 PM   #16
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Good to know that the alpha channel in the diffuse textures are used for specular values.

Orange Normal maps:
Black in the orange normal maps you see from the editor are actually just the alpha channel being transparent and bleeding through to a black back-face. This might explain why diffuse maps with no specularity(alpha channel) are just black.

Grey Normal maps:
At first I thought that the grey normal map was just a height map but looking at the textures more closely reveals that they are indeed normal maps. My guess is that it must use the green channel and alpha just like the orange normal maps. I don't know why it's grey though, maybe just the way the artists made it, doesn't matter what value red and blue are if they are ignored.

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Old 05-04-2010, 09:07 PM   #17
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That's cool. By the way, you might want to start hidden-taging those posts of yours, the thread is starting to take a long time to load. :)
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Old 05-04-2010, 09:15 PM   #18
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Quote:
Originally Posted by Anitarf
That's cool. By the way, you might want to start hidden-taging those posts of yours, the thread is starting to take a long time to load. :)
Stop using 56K internet connections?? :P

BTW, impressive reports mister MC !
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Old 05-05-2010, 01:51 AM   #19
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Quote:
Originally Posted by Anitarf
That's cool. By the way, you might want to start hidden-taging those posts of yours, the thread is starting to take a long time to load. :)

Will try... to be certain I never EVER used hidden tags in my whole life...

BTW Anitarf, do you by any chance have a beta key? I don't know a thing about cinematics so I guess you could complement a bit of info there...

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BTW, impressive reports mister MC !

Thanks!
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Old 05-05-2010, 02:55 AM   #20
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I don't think you need a beta key to get the editor :)
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Old 05-05-2010, 06:00 AM   #21
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Quote:
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I don't think you need a beta key to get the editor :)

Or more importantly, to test maps created in the editor.
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Old 05-05-2010, 04:50 PM   #22
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BTW, impressive reports mister MC !
Yar.



If you're missing the skies in the editor, they are a bit buggy at the moment. Braxis Alpha is the only tileset where the sky shows up on his own. To get access to the other skies you have to pick the Braxis Alpha tileset when you start a new map and then just switch the tilesets. You can also change the skies of the tilesets in the Data Editor. Braxis Alpha has actually two skies (there's a field for "fixed" and one for "not fixed" skies), the planet and asteroids are separate.

The Char sky together with the planet of the Braxis Alpha sky:
Hidden information:

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Some tilesets don't have a sky yet and some have the same sky.

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Old 05-17-2010, 06:24 PM   #23
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Hrm, I'm currently looking for a way to tilt models on flat terrain. Using negative values in "Tipability" (the new Pitch/Roll Angle, weird word....) doesn't work anymore. =/

Changing the fog is annoying since there doesn't seem to be a Fog Editor so it's only possible to change the fog in-game with triggers. They also have some really weird values, for example the standard value for fog density is (roughly) 0.06...

Anyway, here are some random doodles I made, mainly to test sky, fog and lightning (the lightning editor is so awesome <3).

EDIT: PURPLE SKY FTW!
Attached Images
File Type: png SkyLine.png (1.56 MB, 218 views)
File Type: png UnderWater.png (577.1 KB, 217 views)
File Type: png UnderTheSun.png (1.26 MB, 218 views)
File Type: png ITSPURPLE.png (1.16 MB, 199 views)

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Old 05-18-2010, 03:33 AM   #24
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Quote:
Originally Posted by 2-P
Changing the fog is annoying since there doesn't seem to be a Fog Editor so it's only possible to change the fog in-game with triggers.

Hmn... Check at the "Terrain Texture Sets" at the Data Editor... There you can change the fog values manually...

Beautiful underwatery scene 2-P

If anything, Sc2 has a great terraining-potential (Cliff height problems aside)
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Old 05-18-2010, 03:57 AM   #25
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Anyone know anything about the interfaces in Sc2?

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Old 05-18-2010, 08:49 AM   #26
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Quote:
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Hmn... Check at the "Terrain Texture Sets" at the Data Editor... There you can change the fog values manually...
Oh mai gawd... Thanks.
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Old 05-18-2010, 03:19 PM   #27
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Alrighty, time for another huge report...

We must go on with textures now... As "promised" we'll talk a bit about Decals...

For those that don't know exactly what a Decal is on Starcraft 2, well, Decals are basically rewards to good Bnet players, they swap an image on units so that they look rather different. The best example I could find to show you is the starport:

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So, a lot of units got decals, in fact, ALL terran units have a space for decals, all protoss buidlings have a space for decals, and no zerg unit or building uses decals (The Hatchery and the Spawning pool show decals on creep, so it's not directly on the building)

Decals are also part of the Data Editor (is there ANYTHING that doesn't belong there?) on the "Textures" tab, right now, there are only decals there, but I'm pretty sure that it will also contain other kind of textures.

So, supposedly, one should be able to create custom decals, but right now it simply doesn't load it and doesn't allow you to use the decal...

BUT, if we are able to use custom decals, we'll be able to create our own replaceable textures for a single unit...

So, that's about it, decals don't hold more awesomeness...

Now, on to the next issue... Models.

Starcraft 2 comes with an interesting tool called "Previewer"... It's simply a model previewer with some nice options... We'll use this little tool to understand a bit about models...

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Those Green pyramids yo see are actually the Attachment Points, showing them is useful mostly to modders as they'll be able to identify which attachment they want to use on which situation...

Animations work out similarly to how they did in Wc3, of course Blizz now uses "Walk Fast" and "Walk" on most of their models now, and not only on the Pitlord. It's also important to note that Blizzard are still mad as hell, as there are 3 different "dance" animations on most models. About animations, the previewer can save "Videos" of each animation in .ogv or .avi format.

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While browsing the animations it's interesting to find out that there are 3 different kinds of attack animations.

The regular one. And "Attack Inferior" (if by any chance the attacked unit is smaller than the marine) and an "Attack Superior". If anyone sees the Thor attacking at zerglings, it's truly easy to see it working,

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Another interesting bit of info is that not all animations are on the same model file. This means that you will no longer need to create another full-size marine just to make him strafe... (And BTW, the Marine HAS strafe animations). Of these animations out of the main model, most of them are Death animations...

Since now we're talking about Death, it seems Blizz knows that we love to see units die in various ways. Depending on certain conditions, units have different ways of dying.

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Name:	Fire.gif
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All of these special animations are added via Data Editor on the Actor on the "Death Effects" part... There are also certain model related things added via Data Editor... If you want the model to use an specific animation for an specific spell for instance, you can set it up on the "Events" part...

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So, animations no longer depend directly on specific rules, if you want to play an "X" animation with a strange name you can use the Events to make it play... That's how hallucination death works for instance.

Also on the events part you can change the model's color and opacity (woo for opacity changing) Back in Wc3 days, changing the color of a model didn't change up the particle effects, now particles are also changed with this option.

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You can also change the size of a unit. But you can change only the X axis or the Z axis if you wish, it's truly useful when making a Tower Defense for instance.

Click image for larger version

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ID:	49020

That's it for now folks, I'll go on a bit more model-related aspects later...
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Old 05-20-2010, 03:17 AM   #28
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thx for the info..
so are those custom replaceable textures only on units, or may we have it for doodads aswell?
(think different flagtextures on one flag, different ornaments on the same tablecloth, i think u get it!

really cool u share all that stuff, keep it up plz!
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