Riot Of Star : T.E.R. Development Post

Riot Of Star : T.E.R. Development Post

Postby Black_Dream » Fri Nov 13, 2009 11:05 pm

Sorry, ROS Project blow up. Pm Sept. 15, 2011.

I gave up and went on to another project work.
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Last edited by Black_Dream on Wed Dec 21, 2011 10:09 pm, edited 2 times in total.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby Falchion » Sat Nov 14, 2009 4:38 am

epic...  you MUST RELEASE IT!!! ENGLISHHHHHHHHH!!!!
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby Pr0nogo » Sat Nov 14, 2009 9:01 am

Crush damage? Sweet.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby Lavarinth » Sat Nov 14, 2009 10:00 am

Love that you took it a bit farther by messing with the UI. STF was supposed to have a similar layout I had designed for the UI with the adjusted portrait location, but was never implemented. Shame.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby IskatuMesk » Sat Nov 14, 2009 1:07 pm

I remember you. More good work has been done, I see.

The first immediate thing I notice is that the walking speeds are not synced with the animations and this looks really, really bad.

I think I also see some purple spots from the player color indexes that don't get converted. You can make a psp script to fix those.

But something that concerns is that you've taken effects out of AO without asking for my permission, including some of the effects that were created in Afterburn. I must ask that you remove these effects. You've also taken effects out of Infantry Gunner (I recognize the unused nuke effect that WG made for me, you definitely do not have permission to use it.)

I know you are not a native English speaker, but the AO release specifically says that nothing from it may be taken and used by anyone.
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Last edited by IskatuMesk on Sat Nov 14, 2009 1:10 pm, edited 1 time in total.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby Black_Dream » Sat Nov 14, 2009 6:36 pm

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Insurgent Spiderlord and Field Devastator Graphic is made by selshas.
not me.

selshas is joined the army, so I can't change the graphics.
I can't make effects.
i hope someone help me.
So I upload this article.
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Last edited by Black_Dream on Sat Nov 14, 2009 6:45 pm, edited 1 time in total.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby IskatuMesk » Sat Nov 14, 2009 6:47 pm

I'm not talking about the units, I'm talking about explosion graphics. The fireball from the building exploding is from AO, along with the nuke-like fireball when the big unit attacks, as well as the swirly vortex-like effect. The little vortex-like thing made from the small tanks attacking is from Infantry Gunner.

Spiderlord looks exactly like the Monkeylord from Supreme Commander. Who is selshas? Project leader or your graphics assistant?
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Last edited by IskatuMesk on Sat Nov 14, 2009 6:55 pm, edited 1 time in total.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby Black_Dream » Sat Nov 14, 2009 7:00 pm

IskatuMesk wrote:Spiderlord looks exactly like the Monkeylord from Supreme Commander. Who is selshas? Project leader or your graphics assistant?


selshas is graphics assistant.
project leader is me.

But the problem, selshas has joined the army at 9th, November.
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Last edited by Black_Dream on Sat Nov 14, 2009 7:06 pm, edited 1 time in total.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby IskatuMesk » Sat Nov 14, 2009 7:03 pm

Okay.

About the animation speeds, you don't need him to play around with the graphics to fix it. You seem to be pretty good with iscript, so this should be pretty easy for you to fix.

You can either slightly increase the speed of the unit, or play around with the wait timings between the frames to smooth it out.

So, if your animation is looking like...

playframe 0x11
wait 1
move 3
playframe 0x22
wait 1
move 3

And you don't want it to move any faster, you can try...

playframe 0x11
wait 1
move 3
wait 1
move 3
playframe 0x22
wait 1
move 3

To slow down the animation but keep the speed the same.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby Black_Dream » Sat Nov 14, 2009 7:25 pm

IskatuMesk wrote:Okay.

About the animation speeds, you don't need him to play around with the graphics to fix it. You seem to be pretty good with iscript, so this should be pretty easy for you to fix.

You can either slightly increase the speed of the unit, or play around with the wait timings between the frames to smooth it out.

So, if your animation is looking like...

playframe 0x11
wait 1
move 3
playframe 0x22
wait 1
move 3

And you don't want it to move any faster, you can try...

playframe 0x11
wait 1
move 3
wait 1
move 3
playframe 0x22
wait 1
move 3

To slow down the animation but keep the speed the same.

yeah, your opinion is good.(thank you)but it has a little problem. if the change the, and then i have to change the turret's walking.
When I makes it speed up, it will be more wired because of it's massive size.
and, it wasn't wired when playing the game.
Also, when I makes it's speed up, then it can break the game balance. Because it stamp units and buildings.
It isn't map trigger.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby IskatuMesk » Sat Nov 14, 2009 7:27 pm

Yeah, that's why I suggested just separating the playfram's so the animation is slower but the speed doesn't change.

And, please, remove the effects you took from Armageddon Onslaught and IG. It's very disrespectful to take stuff out of someone else's mod, especially without asking for permission.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby Black_Dream » Sat Nov 14, 2009 7:48 pm

IskatuMesk wrote:Yeah, that's why I suggested just separating the playfram's so the animation is slower but the speed doesn't change.

And, please, remove the effects you took from Armageddon Onslaught and IG. It's very disrespectful to take stuff out of someone else's mod, especially without asking for permission.


In Korea, only several persons make StarCraft Mod, and, there isn't anyone that can makes effects with using Special Palette(For example, bexpl.pal, ofire.pal). Because of it, I needs someone's help. Uh... Can you help me? Can you make or give some effects to me?
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby IskatuMesk » Sat Nov 14, 2009 8:00 pm

Sorry, I'm retired from modding. Perhaps if you asked on SEN for assistance you would find some.
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby Black_Dream » Sat Nov 14, 2009 8:15 pm

IskatuMesk wrote:Sorry, I'm retired from modding. Perhaps if you asked on SEN for assistance you would find some.

SEN is almost empty. When someone uploaded some questions, there wasn't any replies.(http://www.staredit.net/topic/8366/)
And, I'm Korean, so I don't know any acquaintance in here or SEN. So, can you introduce me any effects maker?
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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator

Postby IskatuMesk » Sat Nov 14, 2009 8:22 pm

That is part of the problem with modding such an old game. Unfortunately, if you get no responses, you probably won't be able to find one. I don't know anyone personally who can make those kinds of effects that isn't retired as well. Modding has been dead for a very long time - the few modders you have in Korea look like they're considerably more active than the foreign communities. I only know of one major mod still in production on our side of the fence.

Not the answer you wanted probably, but it's all I have. I had to learn how to do most everything myself.
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