The Making of LoL

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Marco
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Re: The Making of LoL

Post by Marco »

IskatuMesk wrote: Maybe one day I will reconsider my stance, but no day soon.
Your post was a cave of darkness, but just when I thought I had explored it all, I found a single glimmer of light.  Were I put in that cave, I'd start digging at that point till my hands were bloody, till my heart pounded in my chest with such intensity that I fell, just to say I reached for that glimmer of light.

The things you say, I would love to show you the inverse.  I know your life has been a culmination of events that has lead you to a point.  As my main character Issac Rangel would say, it's a sweet science.  It almost appears as if people don't have any free will of your own when you consider that we act based on the stimuli of our past.  Issac was wrong though.  We do have one ability, the ability to make a choice.
The Music of Squad 303  (Celestial Reverie Music by Joel Steudler)

[url=http://files.campaigncreations.org/sc2/celestial/anise.mp3]Anise McConnell[/url]
[url=http://files.campaigncreations.org/sc2/celestial/bryce.mp3]Bryce Littlefield[/url]
[url=http://files.campaigncreations.org/sc2/celestial/issac.mp3]Issac Rangel[/url]
[url=http://files.campaigncreations.org/sc2/celestial/tyson.mp3]Tyson Reznor[/url]

"That mutalisk must have seen your stoic beauty glistening in its eye and tried to die looking at an angel in heaven."
-- Bryce Littlefield
Mr.
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Re: The Making of LoL

Post by Mr. »

Marco wrote: I didn't understand it either.  Damn kids and their pop culture references!
It's not really pop culture, so much as a 67 year old book written by a slightly crazy lady.
Paging Dr. @Lavarinth
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IskatuMesk
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Re: The Making of LoL

Post by IskatuMesk »

Today as we continue work on LoL I'll be talking more about the Loladins and a bit about the Humans, as well as delving into the overarching design process behind units. I'll also be talking a bit about sounds and how their role plays so much into this mod.

The Making of Loladins of Legend - Part 3

So, right now I'm asking myself a pretty important question at 7:44am. An ungodly early hour, but I can't sleep even with melatonin. It happens. I'll probably pass out in a few hours when my anti-psychotics exhaust me enough. Until then, I've got some time to think in peace.

Now that I have two sources of graphics - The MDX importer recently released and Requiem - I've gotta figure out where to focus my attention.

Between the Hammerdin and Battlemage, I've given the Loladins two critical mid-range units. As far as good-aligned races are concerned, they are really the only functional ones, followed by Humans who have two noteworthy mid-range units and that's it.

Loladin units are very strong but are more expensive than those of most races. Humans are kind of the Deep Hive of the good-aligned races; most of their units are very expendable and very cheap. Humans are often regarded as not very bright, easily moved and influenced, and for the most part ignorant to the greater workings of the world.

For the moment I've opted to get one of the easy monster-type units out of the way - one I'll be using for a Legendary Baelificus hero, the Avatar of Doom.

Doom is essentially the God of Evil. He was defeated in year 42 by Sir Lol in a cosmic game of Chess, which by the laws of the universe, reduced much of his armies into feces and trapped him in a block of ice on the Sun. Trapped on the freezing Sun, Doom must taste the blood of righteousness to be free. That is to say, every twisted or evil act committed by anyone strengthens Doom that much more.

In 2042, Doom is freed. At first he is able to create "impressions" or images of himself which take many forms and thus are represented across many different avatars. This is the Avatar of Destruction. I've reskinned him from green to red to fit the bill a little better.

[imgwh 500x500]http://img337.imageshack.us/img337/6336/animation81.gif[/imgwh]
Rendering the animation sets for this guy took about 10 minutes start to finish. They are now ready to go through the renaming script and get compiled, then processed in-game. I'll probably wait until the sounds are made before I do this. I also need a portrait. Portraits tend to be harder to find.

I made him a bit smaller since I made that gif.

Now, the big thing about this guy is that none of the sounds in my library will really fit him. There aren't many voice actors out there who can pull out a convincingly evil voice, much less with accompanying Attack/Gethit/Death sounds. It falls down to me to produce this myself.

Sound Design

The critical thing about LoL that no other age of wonders 2 mod has in quantities greater than meager amounts is custom sounds. Right now the mod has a 6.5gb archive of sounds both created by hand, remixed, and pulled out of other games or commercial cds. The amount of fully custom voice acting the mod will require will eventually exceed that of the vocal content used from other games simply because of the number of units that need voices.

In vanilla AoW2 there is only a few dozen sound effects used over and over again across the 15 races. Sounds are probably the most massive portion of this mod, even greater in significance than the huge graphics work. But unlike graphics, which come slowly and are difficult to create, sounds are my specialty and my playground.

I have a variety of actors at my disposal, both female and male, and an entire community I may call upon in the late future at the end of production. Though it may be difficult to convince someone to produce a voice for a mod that won't be made public, I always offer the mod to anyone who has participated in its production. However, the community in question is oriented more around fan subs for anime and such, and finding interest in games - even in Starcraft - is difficult. Back in AO's production I sought a female actor for the Fallen Hero, and had almost given up hope until finally one e-mailed me long after the thread had fallen into obscurity.

With as many roles as this mod will require I will be no doubt doing most of the acting myself.

At least for villains this is really, really easy.


I am not good at graphics. My strengths lay in writing, design, and sound. I have been doing voice acting since I was a wee child, fifteen years past in a 22 year life. When I entered digital production over a decade ago I immediately transitioned to digital voices and this grew with my modding, even moreso in most cases.

IskatuMesk - 2010 quarter 1 Voice Acting practice

Though most of my acting in the last few years has been focused on perfecting a handful of key voices, I will expand my vocabulary and diction for this project considerably.

I tend not to reveal my trade secrets for voice editing but today I shall provide you an exception.

But first, before we begin, I must explain how I voice act.

As I've said before, sound is extremely important. I can't just say, "Oh, I want to voice act the god of all things Evil."

No, I've got to not only set the mood but enter the mind of that character. For me, an individual so hateful and spiteful, becoming the bad guy is natural more than not. This is why I am really good at voices of villains and weak in the voices of the average joe. I can't make a convincing Paladin, but my demon's tongue has swooned many a critic.

I can also do really good comedic voices, but we'll talk about those when I get into the Confederates.

An increasingly severe challenge in my voice acting is the decay of my motor functions as a result of my mental disabilities. Typing and speaking have both suffered, speaking moreso. I easily stumble over words, forget what to say, or trail off. It is increasingly difficult to shape lengthy dialogue in consistency. At least for AoW2 I don't have to worry about lengthy dialogue, only very short lines for when a player (any player) clicks on the unit, + attack/gethit/death noises.

But even so I take so minor a task as seriously as hundreds of lines of dialogue. Because when a player finds this unit I want him to experience the energy behind it.

What sounds define the Baelificus, Legion of the Underworld, and the hordes of icky evilness that surrounds them?

Dungeon Keeper 2 Ingame Music
Final Fantasy XII Music - Esper Battle

Every Avatar of Doom reflects a portion of his power. Destruction is battlelust/warmongering/hatred, Deception is deceit, Greed is... Well, Greed, Lust is Lust, so on so forth. As a God, he isn't limited to any single form or personality. He represents everything the Goody faggots otherwise revere as not very goody and potentially dangerous.

If we wanted a theme specifically for the Avatar of Destruction (and we will for the mod's soundtrack, each Legendary gets their own track), what would we go with?

Something boisterous, like...

Dante's Inferno Soundtrack (CD1) - Bleeding Charon (Track #6)

Or perhaps something more sinister and ambient, like...

God Of War III Soundtrack - Overture (Introduction) *NEW*

Well, keep in mind there are two factors to this. One is obviously the character itself, but one is also when the track gets played ingame - randomly, during overworld activity (not during combat). I've used God of War music for ambient music in the past with this mod, specifically the mid-range passive-aggressive pieces, using action pieces in actual combat music.

Bleeding Charon's energy would fit more with a combat track. The GoW3 track still has energy but can also pass off as semi-ambient.

Or we can use something totally different.

Darksiders Soundtrack - Darksiders Theme (Great Quality)

Considering we are talking about the God of war/hatred/chaos, we'll need power in the theme regardless of its placement.

This theme in particular is one I will use to help determine the prose of his voice.

Meanwhile, I'm working on a graphic for the Humans.

[imgwh 270x270]http://img401.imageshack.us/img401/952/animation82q.gif[/imgwh]

With forces as dark and twisted and evil and grimy and terrifying as Doom at their heels, humans are very dependent on leadership and a startling new power rumored to be called "tactics" to overcome the hordes of demons, orcs, dragons and other distasteful things attempting to make off with the latest farmgirl. Humans are a particularly industrious lot, and enjoy the art of turtling. That is to say, they build gigantic castles and towers and slowly crawl their way across the battlefield towards their opponents. They make extensive use of siege weaponry, including cannons, to make up for their shortcomings of being at the bottom of the food chain. When all else fails, they have endless quantities of pilgrims with which to give dull broadswords and hurl in the general direction of whatever threatens Modern Earth.

[imgwh 640x329]http://img534.imageshack.us/img534/6990 ... throtk.jpg[/imgwh]
Built on the backbones of stout pilgrims, the average Human castle is the size of Minas Tirith or even larger. However, they rarely build their castles into mountains like that, for fear of underground gateways leading a horde of grubby demons or minotaurs into their backsides.

It isn't difficult to rile up pilgrims to join the army, in fact there is often far more bodies than there is equipment to arm them with. However, keeping a sense of cohesion about the army is a difficult one.

Our gentleman here would be a low-mid range Human unit. Most pilgrims are only very lightly armored in tattered clothing and wooden sticks before they can prove they are worth more attention. This fellow is donning full plate and even has a shield, so he's obviously of some value.

Another key characteristic of humans is that they are pansies. Even a full-grown man will have a hard time carting around full plate all day. That shit is heavy. So, most of their armored units are pretty slow. They are cheaper than those counterparts of other races, however, allowing you to make up for this weakness in numbers.

Most humans prefer using lighter armor, but someone's gotta play the living shield, might as well be this guy. He shall be our Knight unit, tier 2. He has a mohawk for some reason; this is actually an NPC graphic and not a character like the Hammerdin was. Just makes him all the more manly I suppose. Being manly is very important when you rescue those farmgirls or, more likely, die horribly trying. At least those demons will think to themselves: "Oh man, that guy I just decapitated looked REALLY manly! I should stow away his head for a portrait on my wall."

For some reason I called his folder, containing all of his textures and bmps, HumanTemplar. As there is already a Templar unit (Loladin meat shield) I am sure I will end up confusing the living fuck out of myself later on in the future. Kind of like with ITAS, a Starcraft mod in which I named all of the various animation scripts with amusing names like "cocklot", "eeeee", "zeehaloot", ect. And when I returned to the mod around 5 years later I had no FUCKING IDEA what anything was. That was when I decided to not do that anymore. Unfortunately, all of my wc3 files are also named weird and hilarious names and are scattered across my 5.5tb of space. Since the shitty wc3 model viewer can't just be associated with mdx files and claims they are an unknown format I can't just search for *.mdx and open them that way. Put two and forty-two together and you get PAIN! That's what I have to endure to get my mdxs into max.

Blizzard's mapping communities and tool developers tend to be fail like that. Hopefully sc2 is a little different. Us modders pride ourselves in doing things the right way. But mappers never get that. They'll settle for anything. Silly mappers.

Normally I don't change the lighting but I want him to be a bit brighter somehow. Hmm.


[imgwh 270x270]http://img401.imageshack.us/img401/952/animation82q.gif[/imgwh][imgwh 270x270]http://img404.imageshack.us/img404/4232/animation83.gif[/imgwh]

There we go, that looks a bit better.

Chances are that because some of the graphics get fairly dark I will need to do subtle light adjustments as I go along. However, I have to be very careful not to make them too great of an adjustment or the graphics won't look correct side-by-side with the normally lit ones.

At this moment I'm talking with a guy who's gonna make me a script to center all of my diablo 2 graphic exports. Long story short, their frames aren't centered with each other across all of their directions and this makes it a royal bitch to align them in AoW2 as you have to do it manually per direction per animation.

Additionally, because this is a fairly basic unit, we're rendering with a lower framecount (30frames for most anims) than we did with the Loladin units or the Avatar of Destruction. This means we can make him animate a little faster and thus his turns will run a lot faster. That's a good thing when there's a lot of him, and his individual actions aren't as complex or dramatic as those of the bigger units.

[imgwh 270x270]http://img149.imageshack.us/img149/5733/animation84.gif[/imgwh]
His gethit animation has the Blizzard-esque laziness of the feet sliding along the ground, and it's REALLY noticeable. There's not much I can do about it. You see this all the time in wc3 and a fair amount in sc2 as well. But very rarely in WoW; WoW's animators are much more experienced than wc3's division, the same team working on sc2. I'd go as far to say that WoW's animators are amongst the best in the industry.

Uh oh, big problem.

[imgwh 270x270]http://img715.imageshack.us/img715/7065/animation85.gif[/imgwh]
His sword clips out of the frame in the death animation!

Normally I don't mind if there's a little bit of clipping in the death animation, but this is pretty significant. How the hell do I fix it? I'm not sure. The most apparent option is to enlarge the frame size and re-scale the zoom. But keeping the unit's scale just perfect with the rest would be extremely difficult... I have no choice but to try.

If there's ever going to be a clipping issue it's usually in the death animation. That's why I made ruinhorn's frames HUUUUGE. They had to be, or his wings clipped like nuts when he died. Luckily, this game can take multi-sized frames, unlike Starcraft and Diablo 2. All I have to worry about is keeping the size uniform between this and the old frames.

[imgwh 270x270]http://img715.imageshack.us/img715/7065/animation85.gif[/imgwh]
[imgwh 400x400]http://img691.imageshack.us/img691/5998/animation87.gif[/imgwh]

As perfect as I'll get it.

The added complication is that I'll have to manually re-center it when I go into the editor, since the size is different than that of the other animations. Otherwise this unit is done! Yay! Another brick in the golden road.

At this point the anti-psychotics are really taking effect, making me extremely tired and exhausted. But times like this, where I can concentrate and get work done, are rare. This is one such instance where I must sacrifice physical health for the sake of production. When I was actively writing my novel or modeling ships I'd stay up as long as I could keep working - sometimes even up to an entire week. But I can't do that anymore since I started taking these drugs as they absolutely kill my alertness and ability to function, so production times are even harder to get going. I have to push on. I have to fight harder.

I planned to voice act the Avatar of Destruction sooner than later but now I am too tired to put that kind of energy into acting. I opt to make another graphic. After all, I need many of them. Each one counts.

What to make this time?

I'm going to make a unit for the Doom Prophets.

Doom Prophets are lead by Kraden, who is also known as the Son of Doom, and his demon sidekick Skeram, the Doom Prophet. They basically lead a cult of human converts who have sworn themselves to the Doom God, either accidentally through ignorance or willingly through betrayal. Once they've sworn themselves they can never break free from Skeram's psionic hold implanted in their brains, and they either turn into demons or become hosts for demons.

The lower rank of the Doom Prophets are humans, and as you go up in tiers, you encounter more and more twisted mutations until you reach true demons, the next brood of Doom's chosen.

Requiem presents us with the unique opportunity of using Bartuk for Corrupt. They are humanoid but have very dark skin color, just like the Corrupt Rogues in D2 and some other graphics, and they have a lot of spikes. They're big and burly, and have very brutish animations. Absolutely perfect for what we're after.

I'll be making a female graphic this time around, taking advantage of one of the more unique mace models available in the game. Bartuk female armor is exceptionally revealing and perfect for the prose of the Doom Prophets. Actually, Requiem's female armor in general adheres to the trope of chainmail bikinis. Again, perfect for LoL, that aims to abuse these cliches and tropes as much as possible. Just like the dudes will be insanely heavily armored when it comes to top-tier units and the weapons are outrageously huge and pointy.

But also keep in mind, these guys are basically half-demons now. Armor at this point is just for show. Kind of like the Undead in my novel...

[imgwh 640x346]http://fc08.deviantart.net/fs70/f/2010/ ... tuMesk.jpg[/imgwh]
[imgwh 640x400]http://fc01.deviantart.net/fs70/f/2010/ ... tuMesk.jpg[/imgwh]
In my novel, which takes place in the Lour Saga universe and is totally different from LoL, the Undead represent the pinnacle of terror campaigns. Their ships are created out of elemental energy and some of them are larger than entire star systems. They defy physics we as humans understand it, and they use their ability to shape their ships as such into terrifying images and abominations. Undead are all about gorging upon the emotions of fear and sadness, and few things will inspire more fear than Undead warships. They are literally the chariots of hell itself.

While I know in general what it is I want, there is a large variety of Bartuk armor that will fit the role of my axe-wielding vixen. Actually most of it is fairly similar to each other, varying only in scale of bulkiness and pointless as well as color. At this point I haven't truly defined what colors represent the Doom Prophets; Blue and Silver represent humans, Silver/white Elves, Gold and sky-blue/white Loladins, Black/red for Orcs and Bloodstone, so on so forth. Most Doom Prophets have darker skin as a result of their demonic blood, but their armor for the most part will be gray or black. Because DARK means EVIL. That's what Fantasy has taught us, anyways. A cliche we absolutely must abuse whenever possible.

[imgwh 640x360]http://img408.imageshack.us/img408/5845 ... mr0803.jpg[/imgwh]
Bartuk Male armor is on the opposing extreme of the table - it sometimes becomes bulky enough to resemble Space Marine power armor. With this in mind I plan to reskin some of it and use it for the Loladin Ascendants race, specifically for the Space Pope top-tier melee unit. While I could just as easily use it for the Doom Prophets as well, I want to keep the theme of dudes turning into demons as time progresses, and most of the late-game Doom Prophet units will be true demons or witches or such.

On second thought I think I am going to pass out. I just can't function right now. I'll resume writing this when I wake up....!

Until then, have some MUSIC

Sounds of Throne of Armageddon, my novel, in relation to the Undead and Guola (The Devil).
Darksiders Wrath of War OST - Eden
Extended Edtion: Sacred Dark (Tekken 6)

~

Give or take 3 and a half hours and we're back! Yay!

Where was I? Ah yes, my curiously attractive killing machine for the Doom Prophets. Now, I can use the Knight's scene for his death animation and everything will be scaled correctly. This still has the modified lighting, but Bartuk skin is really dark... so we shall see how it works out as-is.

I thought she'd be a little bigger than the Knight because Bartuk are larger in-game but she's actually smaller. Not quite sure why that is. I can rescale the frames a bit lightly...

[imgwh 500x500]http://img805.imageshack.us/img805/4517/image1h.jpg[/imgwh]

Gonna make damn sure I don't run out of any space for her like I did the Knight. Scale seems reasonable for what I want - she's not quite human anymore, anyways. I haven't decided on any particular armor, but I want a cross between heavy and light since she's mid-tier and not upper. Luckily most Bartuk Female armor has difficulty passing off as heavy to begin with. Oh how things work in our favor in the most silly of ways.

There's two things I am paying attention to in the armor, though.

- It has to be dark and evil looking, obviously.
- Since her skin is really dark the armor can't be so dark it blends in with her skin; it has to be really easy to identify on the small sprite.

I also need a name for her. Drats. This can get difficult sometimes. I need words that are not terrible like Blizzard's obsession with "Dark", "Void", and "Shadow".

Okay, got all the armor textures out, let's slap 'em in and...

wait what

[imgwh 640x378]http://img34.imageshack.us/img34/9584/image4eo.jpg[/imgwh]

Umm.. What happened to the menu on the side?

It's this kind of random shit that really confuses me. How the hell do I get it back? Let's turn some buttons and press some knobs...

I pressed revert to startup layout and NOTHING CHANGED ARGH

...

Ok I restarted max and it's back. Yay!

[imgwh 640x378]http://img815.imageshack.us/img815/7789/image6d.jpg[/imgwh]

Just another day at the office for Sir Edward Butts.

Everything becomes a blur after a while. Once you get things down it quickly becomes monotonous. That's the way with asset creation on this grand of a scale. But you can never lose sight of what it is you're trying to do.

As I said with the Hammerdin, the Human female's right-hand prop bone was in the incorrect position. Well, it is here as well, though it appears that it is aligned correctly at least.

BattleTanx: Global Assault (Music) - Champs Elysees

After a while all of the images of what I do turns into a stream of motion where I do not readily comprehend the details of what's going on. Only where things flow. I enter a mode of automation. This is the best of times, because it's hard to be distracted other than writing this article.

In a way, this unit will a reflection the Hammerdin if I use the mace I had in mind. Maybe I should use an axe...

[imgwh 640x400]http://img338.imageshack.us/img338/4813/30118567.jpg[/imgwh]

Now's a good time to mention that the dude couldn't make a script to re-center my diablo 2 graphics. From a programming perspective it is virtually impossible. I had figured as much, but I wanted to be certain. Ultimately this means that porting d2 graphics will be very painful, and chances are I might forgo using characters from the game altogether due to the difficulty when it takes less effort to get graphics out of Requiem. I planned to use d2 characters specifically for the Doom Prophets which, in hindsight, would be difficult to get to look in place with graphics such as this one.

Now I need to make absolutely sure her size is correct. I think she might be a bit too big.

[imgwh 500x500]http://img101.imageshack.us/img101/6008/animation9x.gif[/imgwh]

[imgwh 500x500]http://img163.imageshack.us/img163/9007/e0000.jpg[/imgwh]

Yes, too big. She needs to be only slightly larger than Loladin units.

[imgwh 500x500]http://img248.imageshack.us/img248/6093/90887005.jpg[/imgwh]

There we go!

Doom Prophets are going to be a bit of an interesting race. The mid-range units like this one will jump up in price from the basic units quite a lot, and late-game units will be quite expensive.

For the time being I've given her the tentative name of "Axeyslicey".

Guess we're ready to render.

Windows 7 has this extremely irritating bug where when you try to click on a folder in the folder list it instead goes to the one above it. God that pisses me right the fuck off.

Oh, she's not holding the weapon properly in the running animation. What the fuck do I do now?

[imgwh 606x198]http://img709.imageshack.us/img709/3953/image16hz.jpg[/imgwh]

With how often I run into this I'm not sure the importer imports this stuff correctly. Guess I'll just fix it manually...

Fixed it. Import stand animation - it's not in the offhand again! Revert to old setup (attack) and it's STILL not in the hand. Yes, this is irritating. Also, for some reason, there is only two special anims for 2h axes/maces - I KNOW there's more but I don't see them anywhere. :\

Earlier I said I'd talk about sounds. Then I got kind of sidetracked and now here we are again. That's usually how things go for me; I don't have any real structure of how I do things, even if I plan ahead. I tend to just do whatever comes to mind at the time.

With so much to do in terms of graphics it's easy to forget that I also need sounds. Now is probably the time I'd voice the Avatar of Destruction if only my anxiety wasn't acting up. When I get anxiety, which is most of the day, it becomes physically painful very quickly. My chest tenses to the point of producing sharp pain that extends to my fingers and toes. It also effects my ability to think. So for the time being I guess I'll talk about the AoW2 editor itself.

Since I was pretty conservative regarding Axeyslicey's frame counts I only have two sets to worry about - 0 and 600. This is also in part because she has no casting animations; a byproduct of most of her large 2h weapon anims clipping or not looking very good. I swear there were others... maybe I'll have to check the other folders. Also, her Gethit and Death animations don't really transition from stand very well. The game uses a bipedal animation blending system much like WoW, but unlike WoW seems more dependent on it for blending upper body anims in certain transitions. The results are less than ideal conditions, but I can't really complain that much.

[imgwh 381x372]http://img38.imageshack.us/img38/9912/image18l.jpg[/imgwh]

For the time being I settle on the name Blood Knight. I'll probably change it later on since I have a better concept for the Blood Knight anyways, but this will do for a placeholder.

At the 325 cost range this puts her around tier 4. That means that she is in competition with the Doom Hunter, a demonic unit with physical resistance and very high attack. She won't have Physical Resistance or a very high attack, so she'll need some attributes that make her as inviting as the other melee choices.

I can't control the bonus stats units get when they level, but I can give them permanent buffs in the form of abilities that raise their stats. I can't change what those abilities give, either.

[imgwh 376x367]http://img248.imageshack.us/img248/4748/image20g.jpg[/imgwh]

Her attack is lower than the Doom Hunter's and her damage higher. However, her burst potential is not quite that of the Hammerdin, who has 18 damage as well as Charge on silver (makes his initial strike stronger). Like the Hammerdin, though, she has Wounding Attack - this makes her attacks have a chance to inflict -3 attack and damage on an enemy unit for a short duration. She also has Vorpal Weapon, which gives additional damage vs "Mounted" units - this was originally Polearm but I have to figure out a better name for the ability that makes units vulnerable to it (Maybe for casters/rangers?) Her defense is also higher than the Doom Hunters due to her smaller frame and light armor. Resistance remains fairly low, though, and she can't move as far (though 4 more than the Hammerdin).

On silver she gets Death Strike, which adds the Death element type to her attack, as well as Fury, a buff that gives her +2 Damage and Willpower. On Gold she gets Fire Strike and Unholy/Holy Champion which gives her bonuses to good-aligned/evil-aligned units.

Again, making units truly unique from each other is not going to be possible. Without being able to edit most of the abilities much less create entirely new abilities or abilities based on old ones, I can only do so much. While this will play totally differently from AoW2 vanilla it will still have some of the same issues.

[imgwh 490x353]http://img693.imageshack.us/img693/4971/image22ud.jpg[/imgwh]

The Doom Prophets still don't have nearly enough units to be playable even as a demonstration. But it's a step forward.

I still say they look like a mess in still frames. *shrug*

After such a post you are probably thinking that this is a hell of a lot of work for something I won't even be releasing to the public. You want to know why it is I devote my time to this. Don't you?

Without getting too much into anything, in short I am doing this to prove to myself I can actually do something still after so many years into deep depression and psychosis. This is my life, I have nothing else. I have challenged myself with a most impossible task.

Sleep time yay~

Okay, it's time to do this voice.

I use Adobe Audition 1.5 for my sound engineering. It is unrivaled in power and simplicity. Later versions exist; other audio editors in the modding community have told me they are bloated/inefficient but they work fine for me. I prefer 1.5 because that is where all of my presets are saved, and because I can use scifideluxe, a old Cooledit 2000 plugin. I also have SPACEMAN, another plugin for cooledit 2000 that I had gotten to work previously, which is used by Hollywood to generate com static and such, but it doesn't seem to function in Windows 7. This is a significant loss as making com static otherwise is very difficult to do properly.


Upon initial voicing the first thing I do is clean it, obviously. This is easily done.

[imgwh 640x371]http://img215.imageshack.us/img215/9258/image2mbe.jpg[/imgwh]

For some reason there is a LOT of background noise this time around. I select a portion of the audio containing only the background noise and capture the noise profile.

I then go into Noise Reduction and apply a max strength noise reduction with this profile. If there is a lot of background noise this can notably distort audio. In such an instance you can manually play around with the settings to find the best balance.

[imgwh 540x486]http://img441.imageshack.us/img441/7890/image4bi.jpg[/imgwh]

I do this a second time - for some reason my mic is picking up extra static after my words.

One of my techniques for my deeper voices is to apply a very specific flange previous to other effects, specifically the pitch shift. This flange on its own is not very significant but works with the shift and my specific sounding voice to create a very unique sound after the pitch shift. I'll also be applying a custom DirectX flange as well.

[imgwh 222x187]http://img156.imageshack.us/img156/6388/image6bm.jpg[/imgwh]
Developing flanges and effects is hard when you don't know what many of the terms used in advanced sound engineering mean. It turns into trial and error and using your hearing to sense very subtle changes which can result in very dramatic changes over the course of an overall process, especially when you play with stretches and shifts. Flanges that generate repeating signals and changes will get stretched outwards and sound totally different when you pitch shift.

[imgwh 640x490]http://img215.imageshack.us/img215/8374/image8dm.jpg[/imgwh]
This stupid fucking window appears every time I use a DirectX effect or Scifi Deluxe, even if all I do is open the menu then close it without actually doing anything.

[imgwh 607x336]http://img132.imageshack.us/img132/9094/image10fi.jpg[/imgwh]

I have two mics - an Condensor and a Dynamic. The Condensor is just your standard mac microphone (USB, I don't use a mac ooololol), around $60. It yields great quality but picks up a lot of background noise, so I typically don't use it for voice acting since I got my Dynamic a few years ago. The Dynamic is a Samson QU-1 (also USB - Phantoms are expensive dawg) which costed me around $70 or so CAD. Suitable as an entry-level studio mic I imagine, it gives great quality but my settings on windows and such aren't perfect and for some reason it's picking up a lot of background noise right now. I have a pop screen and such but no place to put them so I don't use them for the time being.

One day when I have spare money (I'm on disability, it's the only money I'll ever have) I'll buy a big ol' shiny mic. For the moment though it wouldn't make a tremendous difference.

With just the flanges, and then with the flanges and stretch, the voice sounds very flat and terrible like that produced by most games. There's two ways you can fix this - either through EQ which is what I did in the past, or through Dynamics Processing, which is an extremely powerful way of playing with volumes. I have created a set of profiles catered to my specific voice that function well across most pitch levels. Ultimately it is the Dynamics Processing that will give this voice the thump of power.

This is typically where I go back and play with the secondary flange until I get exactly what I want. The UD effect I was using does not work well at all with the attack sounds or the softly spoken voice. I attempted another experimental Dx effect and achieved nothing better. Now I am trying the Xy`Kranasha Kato effect, this is one I applied to weapon sounds in The Black Sun for their mechanical-esque trailing reverb.

I decide to keep the Kato effect and apply an extremely powerful Wave Hammer compressor. I am not sure how this particular DirectX tool works, but it also plays around with the volume a bit. That added a bunch of static; I try an alternate one. Works good.

Now to add finishing touches. I'll add a reverb to give him that booming sound, and then a slight echo for his GODLINESS. Hard limit back to max normalization. Chances are for his gethit and death I'll mix something from external sounds until I get my volume fixed.

I apply an additional DirectX-based pitch shift to his attack sounds.

Here is an idea of how it sounded during various stages of my experimenting.

Doom's First Experimental Voice - Chronological Experiments

Chances are somewhere down the line I will redo this voice entirely, but as I haven't acted for a while I need to do it repeatedly to practice. For starters I need to fix the volume - the peaks are getting raped in the attack sounds and the attack sounds need to be redone anyways.
That tends to be how things go; I keep doing it over and over again until I am content with what I have.


Like graphics, like writing, like modding and gaming itself - all things require practice to perfect, all things require time to understand.

Nothing is easy.

Except for WoW?

[imgwh 640x400]http://img25.imageshack.us/img25/9273/w ... 155151.jpg[/imgwh]

Well, okay, even WoW definitely isn't easy.
Gameproc
Though we stand alone, stand we shall.
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IskatuMesk
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Re: The Making of LoL

Post by IskatuMesk »

Celldweller - Switchback [2001]

Have you felt as though you are living a half-life between the barriers of imagination and reality? That although you stride this world you are elsewhere, trapped within an eternity of madness?

The Making of Loladins of Legend - Part 4

I am not afraid. Although I teeter between the edges of destruction and nothingness I feel nothing. It is because I have been here before. I have been here all my life.

A couple days ago I had a meeting with Mister Black Man aka my psychiatrist again. He took me off the one drug that was semi-effective against my anxiety, the one that was absolutely destroying my ability to stay awake. He told me to look up and consider Dexedrine upon my pressing the issue of my inability to focus. Next month, when we meet again, I plan to begin taking this drug.

This new drug will have the potential to completely obliterate the unstable balance of my sanity. My mental disorders have steadily eroded my emotional stability and control for the last ten years, leaving me broken and barren like some random hooker in a ditch. Yet still, for the moment, I stand. I stand alone, but I stand. This drug may be the final straw that breaks the camel's back and finally kills me. Or, it may allow me to write again. That chance, that one chance, is more than reason enough for me to risk it. If I cannot fight for my dreams then there is no reason worth living.

People sometimes say that it's always nice to have family to fall back on when shit hits the fan. What if you have no family? Then what do you do? What if your existence has been one giant non-stop chunky flow of diarrhea into an industrial-grade ventilation unit?

You don't know. You don't know unless you've been there.

You absorb yourself in your work.

That is what I do to pass life by. I keep fighting. Even for something so hopeless as this, I keep fighting. I am a stubborn, arrogant bastard. I just won't let it go.

In the last few days I cracked the secret to yet another Korean MMO - a more well-known one - with even more graphics available than the last. The risk involved with using this MMO's graphics is far greater than any other resource to date, as its ip holder is particularly anal about this kind of thing. However, being a private project and largely under the radar, I don't expect any trouble. You can't kill that which does not breathe, neh?

With this new resource in mind I have begun to rebuild the Human graphics from the ground up.

[imgwh 270x270]http://img686.imageshack.us/img686/2302/animation69.gif[/imgwh]
Footman, baseline infantry available at Ghetto-level (lowest) town without any structures. Is your alternative to the Disgruntled Pilgrim. Has Block. Very cheap and expendable (like most human units).

[imgwh 270x270]http://img714.imageshack.us/img714/8323/animation70.gif[/imgwh]
Knight-Archer. Tier 2, basic archer. Cheaper and more mobile than the base archers of other races but more frail and slower to learn.

[imgwh 270x270]http://img685.imageshack.us/img685/6269/animation30.gif[/imgwh]
Arcanist. Basic tier 2 caster. Has Magic Missiles.

[imgwh 270x270]http://img249.imageshack.us/img249/4049/animation71.gif[/imgwh]
Knight. Cheap, expendable infantry unit at tier 2. Has Physical Protection but is less mobile than the Footman. Expect to be using them both early on to take advantage of their various strengths.

This is a dragon who lacks a death animation (much like the Proto Drake from my previous blogs, except this guy had no complete anim to begin with). Since I decided to use him for the Corrupt I opted to have him turn into crystal, shatter, then collapse into a black hole. I'm not done with the animation yet, but I also have a demon I need to make some kind of bloody explosion for since he also lacks a death anim, so I'll probably do them both at once in the future.

[imgwh 600x600]http://img199.imageshack.us/img199/7937 ... on2aaa.gif[/imgwh]


HKS completed his graphic for the Loladin's tier 8 archer, the Wind of Rapture.

[imgwh 306x306]http://img138.imageshack.us/img138/6411/animation72.gif[/imgwh]

HKS suggested that the Loladins could be completely redone with these graphics, not only for consistency but because this game has the best armor/weapons to fit the bill. As such he is going to, very slowly, create Loladin units and heroes. However, he is a slow worker, and these conversions entail re-coloring the textures as they have no color at all. For the moment at least this leaves me to worry about the Humans and Doom Prophets.

I've decided to use Requiem and its delightfully sexist armor sets for the Doom Prophets as that kind of style fits them the best. Meanwhile I'm using my new resource for the Humans and Elves, and some of the Dark Elves will surely be used for either the Doom Prophets or Baelificus heroes or somesuch. In any case I've got a lot to use in terms of characters alone.

Monster-wise, this game has a ton of shit I'm not even aware of. It has a lot of expansions and I've seen at most 25% of the game's content when I played on private servers.

[imgwh 300x300]http://img43.imageshack.us/img43/436/animation73h.gif[/imgwh]
A large Gargoyle for the Baelificus to use as a mid-level air unit. Like the smaller variant he will have Resurgence (now known as Jesus Powers) and be relatively slow.

Honor Amongst Modders

A little while ago I had hunted down one of the artists responsible for many of the Civ3 graphics I was now slowly converting to AoW2-compliant naming schemes. I hunted him down simply to thank him for his work. Recently he came back to me with a curious request - he wanted me to smooth out one of his models for him. After a bit of difficulty with cross-converting I had a peculiar smooth, curved ship in 3ds max. I later discovered this was a remake of a wotw Manta ship. Anyways, I couldn't repair his model; it got re-triangulated by the conversion and turned into a disaster. So, I challenged myself to rebuild it from scratch, and within a few hours I did just that.

I don't take requests from people. Not unless they've done something for me. And this guy had done something for me most valuable indirectly - he made a ton of civ3 graphics. Grateful for the model, he offered booty from his collection of models.

The one major thing I can't convert from Civilization 3 is Helicopter graphics. This is because individuals have a habit of using darker pinks to take advantage of the engine's transparency capabilities. Something I can't use in AoW2. In fact I have to use a PSP script to get rid of all the extra pink indexes (unfortunately it doesn't get rid of one present on many of the graphics, I need HKS to fix it but he's LAZY and I don't know how to fix it AAAAAAAAAARGH THE TRAIN CRASHES TO A HALT), and ultimately the choppers lose their rotors.

But this gentlemen filled my request of three particular Helicopter models; the Comanche, Hind, and KA-66. Through these I can make a variety of hilarious Confederate units, including flame thrower choppers. These models are all high detail and also have skins I can work off of!

This is a classic example of honor amongst modders that I feel has for the most part been lost amongst developers.

Something even bigger came out of this, though.

There is a plugin for 3ds max called Afterburn. Consider for a moment Avatar and BSG. The explosion effects. The fire and smoke. Afterburn is what makes those. I think both productions also used FumeFX, a liquid physics simulator, as well. For the most part I am focused on Afterburn because that's what I used to make the awesome explosions for The Great Destroyer in AO.

[imgwh 640x460]http://fc03.deviantart.net/fs51/f/2009/ ... tuMesk.jpg[/imgwh]

I also created a test battlecruiser explosion scene and heavily experimented with Afterburn. Unfortunately I only have a few renders uploaded.

[imgwh 640x360]http://fc09.deviantart.net/fs51/f/2009/ ... tuMesk.jpg[/imgwh]
[imgwh 640x360]http://img27.imageshack.us/img27/3697/shockwave2.jpg[/imgwh]
[imgwh 640x360]http://img510.imageshack.us/img510/9814/shawkwayv.jpg[/imgwh]
[imgwh 640x360]http://img5.imageshack.us/img5/8323/engineglowy1.jpg[/imgwh]
[imgwh 640x360]http://img8.imageshack.us/img8/4067/aaaa2h.jpg[/imgwh]
Image
Afterburn is certainly one of the most heavily used Max plugins in the industry. BSG owes most of its explosions and smoke/fire effects to this plugin. The rest are either pre-cendered CGI or liquid physics simulations like FumeFX, which I also have experience with but is far harder to use than Afterburn.

Incidentally, it doesn't work on windows 7. At least this version doesn't. Rather, it doesn't like Window 7's internet explorer for some reason. I could not even get to the registration section at all. I'd get "Navigation Canceled." But now I was looking three very pretty Helicopter models and the lust to make clouds of burning, freezy, and aids for their various weapons and effects. I could do this through traditional particles but it'd look like shit. Granted, I still can't use any kind of blending in AoW2, but Afterburn would beat basic particles anyways. Plus, one day I could try to make a fleet battle CGI had I this plugin working again.

So, empowered by my new resources (and hardware, I rendered those BC explosions, in particular a very big one, on my old XP computer. It took 10 minutes a frame. On Windows 7 beta, on my i7, it took a minute tops. Yes, this i7 is literally 10x as fast as my X2 6000 3.ghz because max actually uses all 8 cores unlike games), I hunted down an answer on google.

Given time I found a dll file and some other random bobble. Just like that, Afterburn was working.

God damn I was pleased for a moment there. Then I realized I still don't know how to animate. But now I have the single most important plugin for a future attempt at animation now functional again at long last. I still have The Great Destroyer's explosion scenes as well. I'm a pack rat, you know.

So the last week has seen some crazy shit happening. That's like, the most activity and excitement that ever happens in my life. A whole ton of crazy shit, and mostly positive for once! I feel content for the moment. But the ~110 degree temperatures still sicken me.

In 4 days I'll be 23. Most kids would spend such a day drinking themselves to death, sleeping with cheap blondes, and generally mundane shit like that. Me? Nah. Maybe I'll eat something. Maybe not. Birthdays are not a day to be happy for me. They're a day to reminisce and remind myself how much time has been wasted.

I in particular look back a year, since I was 22 in this case, and ask myself about all the major events that happened.

- I began taking drugs and now seriously regret it.
- I almost got back on track on writing TOA. In total I wrote and edited around 500-600 pages between December and mid January. Not much, but it's something.
- Suffered many breakdowns, attempted suicide once (overdose) and was on the verge a second time. Mental stability is better than my predictions but I'm still losing the fight.
- Starcraft 2 was released and subsequently disappointed me in virtually every way possible. In particular, Blizzard's decision to totally fuck over custom content and release a horribly designed layout with their editor. I have no doubt I will sometime along the time attempt a project for sc2 but chances are it will be after both expansions are out and the editor/battle.net have been patched to the point of being usable.

In particular I am concerned about running multiplayer mods. Since you can't have any more than 10 megs of space in any individual object and 20mb globally on battle.net (and I do expect these to rise, but not nearly enough, conversion mods for this game will easily exceed 400-500mb, on top of their systems requiring maps to be modified to accept custom data in the first place aka not a mod at all), you'll be running an Mpqdraft or equivalent to play mods with your friends. There is no LAN, either - you'll be doing this through battle.net. If Blizzard took LAN out of Diablo 2, for example, the hundreds of modders working on the game right this minute would probably quit or at the very least reconsider since their projects would now be SP-only.

However, you can get achievements through custom games - the same system you'd be playing mods on. I have no doubt in my mind that Blizzard would see these global modifications as hacks or means to circumvent achievements and thus deem them a bannable offense.

Unless through private servers or a Blizzard-made option to play global modifications that are unbound by their arbitrary size limits, modding will never live in Starcraft 2.

Warcraft 3's modding is already dead and has been for a very long time. Warcraft 3 is totally mapping dominated with the odd campaign, and because of the mindset of LOL MAPS ARE MODS, Blizzard has totally ignored all of our efforts to present the contrary. I have heard rumors of a "mod loader" but I suspect this is people like Karune still being ignorant to what a mod really is.

Ultimately what all this means is that I would be making a campaign in Starcraft 2, not a mod. However, given the choice, I think I'd make a campaign anyway. It seems more rewarding to me to tell my story then make a huge gameplay shift no one's ever going to play besides me and a few other blokes.

The question of graphics in SC2 is a little more blurred now. I can import graphics from the new game with all of their animations at once. They are virtually sc2-ready. In fact, I plan to try to put that dragon into sc2 in the near-ish future. I also have a minimum of two very experienced trigger/data editor users to call upon.

In particular, after discovering how dreadfully terrible sc2's "insane" AI still is, I started looking at the galaxy files. I feel more confident about one day taking these apart and trying to, at the very least, write build orders in them. I know Zalamander, one of the programmers of AMAI for wc3 who has been working on a sc2 AI in the beta, and I'd be able to talk to him about the AI should I decide to try to screw with it in the future.

Come full circle, Starcraft 2 is not something I'd be focusing on anytime soon. I plan to commentate post-release, but chances are I won't even be touching the editor outside of minor experiments for a very long time.

At least I want to get 2042 finished first.

[imgwh 640x378]http://img198.imageshack.us/img198/1025/imagejjj3.jpg[/imgwh]
Okay bro, this one's done. What next?

What it means to mod for me

I am past the point of no return. There is no turning back, only moving forward. Where ever this path leads I am destined to follow. Through pain, through fear, and through despair, I have faltered but never fallen too far. I cannot deny that I, as a dreamer, am bound to the will to create. Even if I cannot stomach the prospect of making a large-scale project in Starcraft 2's terrible editor ui there is no doubt one day I will attempt just that. It will either fail or it will succeed. But I will attempt it.

There is a billion and one things I should be doing right now. I should be writing. I should be rendering graphics. I should be voice acting my new units. I should be working on my documentary video. But I can do none of those, because I cannot focus. I cannot concentrate. Too difficult is it for me to enter the mindset of productivity. Impossible is it for me to learn new and advanced subjects.

That is why I will be trying this new drug. That's why I will risk everything to save everything.

[imgwh 640x360]http://img528.imageshack.us/img528/236/earthtest2.jpg[/imgwh]
I have no choice. My path was decided for me many years ago.

Somewhere along the line you have to suck it up and keep stepping forward. Somewhere along the line you have to bear steel to the hordes of madness. For, in the end, you have no choice. When all is said and done, when the world falls to ruin and all things beneath your feet fade to flame and ash, know this;

The only true strength in the world is the strength of the mind. The will to fight, the will to survive. Even if you spite life and despise all creatures therein, you still breathe, and thus you still fight. I have been there. I have been in the darkest, foulest reaches of every emotion imaginable. I have seen everything I once held close burn to nothing in my hands. Yet, for some reason, I still stand.

[imgwh 640x512]http://img204.imageshack.us/img204/7735 ... 750ad7.jpg[/imgwh]
Not everything is glorious. Not everything reaches that point where you can say, "Hey, I accomplished something here."

Maybe you don't like who you are, who you are becoming. Maybe you can't change. But you still have to live with yourself. You have to accept your weaknesses, and take advantage of your strengths to bend the rules. You have to come full circle, do things your way, take your time. Then, when you're ready, challenge fate once again.

Loladins of Legend: 2042 is my challenge to fate.

[imgwh 640x400]http://img818.imageshack.us/img818/9595/levi1.jpg[/imgwh]
Don't be afraid to step back and say, "I fucked up". Just don't let your mistakes destroy your dreams.

[imgwh 640x480]http://img38.imageshack.us/img38/2041/image5pt.jpg[/imgwh]

Let's do this.



A future bound by flame

These are the default races in the games and those I am converting them to.

I cannot change racial alignments unfortunately. So, most races that are Neutral should be Evil. Some races should fucking hate everyone but alliances are so random in this game this cannot be controlled at all.
Default Races - New Races In Mod

Good
Archons - Loladins
Righteous defenders of the light, Loladins are lead by Sir Lol and represent a beacon of all that is good and happy in the world.
Elves - Elves
Elves in LoL are tree-hugging faggots with a hardon for sharp things. They kind of hate everyone.
Dwarves - Beastmasters
They wear sofas on their backs and batman masks, Beastmasters are lead by Re[XXX]aR and exist to hear the call of the wild. This is rumored to sound like a flock of goats mid orgasm and can potentially be fatal.
Halflings - Humans
Dem pink-skimmed 'umies and their goddamn tower spam. Humans infest Modern Earth like cheap blondes in a high school. You can keep killing them but there'll always be more.
Syrons - Loladin Ascendants
Sir Lol's secret weapon, created and trained on the delicious chunk of glowing cheese that is the moon.

Neutral
Tigrans - Corrupt
In the dawn of time, two powers were created - Good, and Evil. Both were represented in whole by an aspect - Sir Lol, and the Doom God. However, there were still neutral energies that bounced around the barriers between imagination and reality.

During the initial wars, dreams and nightmares were made manifest by the Doom God's efforts to subdue humanity. Human dreams were attacked by his powers, and turned into nightmares. There were also dreams forged by other races, such as the Elves, and the Devilwing. Every dream possesses energy, and that energy reaches across the universe.

One of the neutral energies laid dormant between the barriers, asleep and without sentience. As time passed, these dreams and nightmares reached it, and began to influence it. Within time, the energy began to mutate, and it grew sentience forged by the fears, hatreds, and solice of the many worlds of Creation. It soon grew a personality, a personality addicted to these foreign feelings. It fed upon the dreams and nightmares, growing stronger, larger.

Thus was born Amon, the Corrupter.

Amon emerged from the time-barriers when he became strong enough to think for himself. He roamed the universe, searching for the sources of these things he felt. He yearned to immerse himself in their power, to become intoxicated in their strength. Soon, he found Earth, and a mighty war waging across its surface. So many individual souls, each with their own fears and hatreds. It was a field of ambrosia, ripe for the picking.

Amon's own dreams are so powerful that they can create things from nothing. The Corruption are shards of his thought processes, a race of nightmarish origins, forged into figures of absolute fear and terror - often Dragons. Amon's powers also reach across much of reality, and his ability to understand magic is almost unrivaled. He yearns for little else other than to swallow the world in his mind, and encompass all things in a single never-ending nightmare, so that he may feed upon their anguish and revel in their torment, to become infinite and undivided.
Humans - Doom Prophets
Lead by Kraden and his demon sidekicks, the Doom Prophets are humans who have either willingly turned to the will of Evil or been brainwashed by American idol/Doom's other nefarious and fiendish and twisted, depraved acts. As time progresses these humans eventually incubate demons, and late-tier Doom Prophet units are mostly true demons of considerable power.
Frostlings - Dread Legion
Hailing from the freezing wasteland that is the sun, the Dread Legion, commanded by Lord Dread, is an armada of demonic forces hellbent on freezing everything. They are generally regarded as dicks.
Draconians - Bloodstone Guard
Hailing from the Mars Battlefortress, Lord Isador's demonic orcs and reptilians, the Bloodstone and Isadorians respectively, have come to set everything on fire. They command advanced technology, including space ships and pew pew lazor gunz. They are also, incidentally, regarded as dicks.
Nomads - Orcs
An ingenius weapon set loose on Modern Earth by Mal`Gammagan, the dragon of the underworld. Orcs constantly fight amongst both themselves and humans, progressively becoming stronger and more industrial. They are especially bothersome in the highlands and the southern forests. Elves especially regard Orcs as huge dicks.

Evil

Dark Elves - Devilwing
The Devilwing are immortal dragons who wander the stars searching for life force to devour to fuel their immortality. Yeah, also dicks.
Undead - Baelificus
Baelificus, the Underworld Legion, is the largest of Doom's evil armies of evilness. They also command the Minotaurs which in the mod are regarded as an entirely different race.
Orcs - Minotaurs
Colossal dicks, the whole lot of them.
Goblins - Confederates
Another space-farring race. This particular race comes from my MFTG universe. The Confederates are guaranteed to offend pretty much anyone of any social, religious, or racial standing. They are also immensely ranged-heavy and possess mostly mechanized units like gundams and battlecruisers.
Shadow Demons - Deep Hive
Deep Hive come from another dimension through portals of evilness and then eat everyone because they can. They would be dicks, but are usually more thought of as assholes than dicks. Dicks you can deal with. Assholes just shit all over everyone.

Afterburn

This plugin is kind of a big deal. It's going to enormously help me in my efforts to make custom death animations for the many demons and beasties lacking proper death anims.

Fire in particular is a bitch to create without something like this. Fire, without blending, is even harder. That's why games who typically use fire employ either what Sc did (special palettes for blending) or what AoW2 did (particle engine). However, when you can't access these (AoW2's particles can only be edited through hex editing), shit gets dangerous and complicated when you need your demons to burn to death.

[imgwh 625x625]http://img257.imageshack.us/img257/2421/animationc1.gif[/imgwh]
Initial animation
[imgwh 625x625]http://img692.imageshack.us/img692/4948/animationc2.gif[/imgwh]
Modified animation
[imgwh 625x625]http://img691.imageshack.us/img691/623/animationc3.gif[/imgwh]
Current animation

There are still issues even when I'm satisfied, though. For some reason the model has an outline through the particles. I encountered this problem with my XB-42 engines back in AO and a guy showed me how to fix it but now I forget. EXCELLENT! I also still need a stain on the ground for his corpse so you remember where he is should you wish to use ressurect or animate corpse on him. Which you will, because he'll be a Legendary hero. They get abused like that quite a lot.

I am churning through monster graphics in particular as fast as I can right now. I have no time to waste! Every day that passes is another day that something horrible might happen. Have to work as fast and hard as my tattered remains will carry me.

Opened up submission for hero concepts from our community. I only expect a handful, though; hardly anyone goes to the site much less is a part of my SECRETIVE pact. With that in light I've been picking out hero graphics from the monsters in this MMO for some of the neutral and evil races.

[imgwh 300x300]http://img696.imageshack.us/img696/8048/animationc4.gif[/imgwh]
guna byt yew

Okay, let's finish this guy.

[imgwh 640x378]http://img96.imageshack.us/img96/9197/imagec6.jpg[/imgwh]
When batch rendering it seems to have to prepare Afterburn data for each frame and this makes each frame take about 2-3 seconds longer than usual. This allows me to find a new model in the meantime to do after this guy. If I wasn't on an i7 this process could potentially take a lot longer.

[imgwh 640x428]http://img715.imageshack.us/img715/8750/imagec8.jpg[/imgwh]
Hmm, this guy could be useful...

Much remains to be done. Battles shall be won and lost. But at the end of the day what matters is that we moved forward.
Gameproc
Though we stand alone, stand we shall.
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