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Re: State of Campaign Creations - May 6th, 2008

Posted: Thu Jul 17, 2008 6:32 pm
by RazorclawX
Lavarinth wrote: Cinematics seemed to be the way to go in WC3 because the editor was too advanced for some to trigger spells, events, and so forth. At least that's my thought personally. Many things I wanted to accomplish in gameplay I simply didn't comprehend how to, but I could just tweek the story a bit and easily turn it into a cinematic. I suppose it's just one of those things you either understand or you don't. I'm more open minded to animation and modeling, I'm a little hard-headed with reading all the triggers or attempting to understand variables. I don't know why, I just never got the hang of the,.
Funny, I have the opposite problem. I don't have a grasp on cinematics whatsoever.

Re: State of Campaign Creations - May 6th, 2008

Posted: Thu Jul 17, 2008 6:47 pm
by Lavarinth
RazorclawX wrote:
Lavarinth wrote: Cinematics seemed to be the way to go in WC3 because the editor was too advanced for some to trigger spells, events, and so forth. At least that's my thought personally. Many things I wanted to accomplish in gameplay I simply didn't comprehend how to, but I could just tweek the story a bit and easily turn it into a cinematic. I suppose it's just one of those things you either understand or you don't. I'm more open minded to animation and modeling, I'm a little hard-headed with reading all the triggers or attempting to understand variables. I don't know why, I just never got the hang of the,.
Funny, I have the opposite problem. I don't have a grasp on cinematics whatsoever.
Hum. That's strange. *Shrugs* I guess it depends on someone's passion. You do some incredible work on spells and triggering that I can't even comprehend how they occur, while I work to make more film-styled camera motions. I absolutely detest when a camera pans then simply stops without slowing down. So unrealistic.

Re: State of Campaign Creations - May 6th, 2008

Posted: Thu Jul 17, 2008 11:49 pm
by RazorclawX
I have a programming background, and I also read other peoples' code. I also rip-off ideas from other games I play.

Re: State of Campaign Creations - May 6th, 2008

Posted: Fri Jul 18, 2008 1:44 pm
by tipereth
I found the trigger editor in Warcraft 3 to be much easier to use than the one in starcraft. It's so much easier to use once you get the hang of it.

Re: State of Campaign Creations - May 6th, 2008

Posted: Fri Jul 18, 2008 3:56 pm
by Marco
Another reason I don't want to go back to the SC editor is that bull you had to do to get custom music.  The whole CTRL-M thing.

Re: State of Campaign Creations - May 6th, 2008

Posted: Fri Jul 18, 2008 5:55 pm
by Taeradun
With the advent of MPQDraft most people included blank wavs to replace the default music 8)

Re: State of Campaign Creations - May 6th, 2008

Posted: Mon Jul 21, 2008 4:15 am
by Maglok
Which was still incredibly complicated for just some custom music. Then again, it was all back in the days where it wasn't done that much yet.

Re: State of Campaign Creations - May 6th, 2008

Posted: Wed Jul 23, 2008 6:53 pm
by Marco
I didn't mean just the CTRL+M thing.  I forget how we used to do it, but I remember you had to use switches or something to keep it looping.  Also, getting it to end and getting a new theme to start was also something of a chore.

Re: State of Campaign Creations - May 6th, 2008

Posted: Wed Jul 23, 2008 9:03 pm
by Lavarinth
Desler wrote: I didn't mean just the CTRL+M thing.  I forget how we used to do it, but I remember you had to use switches or something to keep it looping.  Also, getting it to end and getting a new theme to start was also something of a chore.
Ah yes, the intense triggering to get looping music. Switching music tracks I never understood, really.

Re: State of Campaign Creations - May 6th, 2008

Posted: Thu Jul 24, 2008 3:00 am
by Maglok
Ha yeah the easiest, yet limited way, was to make a trigger play the wav (yes WAV!) and then do a wait for as long as it played then repeat the trigger. This brought up a problem in that you never knew how far a player was in a certain loop and thus you usually had to create scenes that gave a loop time to finish. :)