This member has provided no bio about themself...
It's been dead. AED isn't devoting any resources to it as we have other projects of more importance (plus we don't like Blizzard that much...) and we haven't been very successful in getting control of the pages from the former project manager. If anyone wants to continue with the development they are more than welcome to.
Under new management... again.
Way to defend yourself. So sorry though, I now see it's indeliberate and you have earned my pity.
Although I am curious: why blind?
Are you a deliberate moron?
It's not being managed by Kingbdogz anymore, I don't think they can update the page.
I'm confused; that post made no sense.
And SCII has no working mod tools. NiNToxicated has a semi-working model converter, but last time I tried to use it I had flying vertices for some reason, still haven't figured it out. Particles have a lot of issues as well. Their material maps are all really weird too. Someone has an action for Photoshop or something that ***** up normal maps so they can work, but they still don't work half the time anyway. And Blizzard isn't releasing anything apparently.
It takes Blizzard ten years to do anything anyway. Then they barely even have whatever they release working despite that.
I thought you were trying to make it less cartoony?
Thank you. I'm still hoping for it to be done this summer. I can do most everything without using my models and animations, it's just not very pretty and I don't want to show it as a product unless it I have to as I take an amount of pride in my work. Plus no one will know what's going on really, as it just looks a bunch of SCII models doing weird things.
Because of some issues I am having with the current x.m3 exporter (developed by NiNtoxicated01) it's taking a considerable amount more time to get the models working ingame. I'm encountering issues primarily with what appears to be flying vertices but I am not sure what is causing them. I'm going to keep trying with it for a little bit longer, however I may very well need to rewrite the scripts (in which case the project will, unfortunately, take even longer. However another exporter will come out of it).
I am considering making a petition to Blizzard to release the tools as they said they were going a long time ago, and simply because it would make everything go so much faster for me, as well as possibly thousands of other potential developers (and because of the fact they said they would, although I think by this point we've almost all realized that the majority of what Blizzard says is total ********). Once again they have proven themselves to be an exceptionally sad excuse for a company and have very little to show (none of which can really be regarded as 'impressive') considering the amount of time this has been under development. But, this is really not that unexpected as they aren't a very respectable studio. I think it's because they spend too much finding ways to take things like normal maps and model data, which work perfectly fine and I might say better than their's from my experience, and then they **** that up to make it confusing as **** to anyone who looks at it. From my perspective (and I think the other developers I work with in AED agree), it would have been more professional and shown better etiquette to just flip all of us off and have said "Have fun figuring it out this time bitches". Then proceed to take turns telling anyone that will listen to go **** themselves if they don't play WoW.
The camera system is mostly working and I am finishing up with the COG model so I should have an ingame demo or at least some screenshots tonight or tomorrow.
Right on. I'm hoping to have a COG player model running ingame this weekend. I've been working on it all of today, which is a significant amount of unexpected time I gained from the campus being closed (I live in Portland, and it snowed today. Therefore, they threw gravel everywhere and school campuses are currently being evacuated apparently). I've been working a bit trying to get the animations to work right (I'm not used to animating for games, and Blizzard's games are always especially weird; I'm not even an artist anymore, I can't remember how to do things by hand). As there isn't much of an active, knowledgeable modding community for SCII yet, there isn't a lot for me to fall on for support. I'm considering making a few tutorials for people to help build the mod community and get people on a better standing faster (most of the tutorials I've seen flat out blow) with the editor, as in the few days I've played with it I've taught myself more than anyone else seemed to be able to online.
Anyway, thanks for the support.
Yes. All custom assets will be loaded into a mod available to the community that the map will draw on.
My primary concern right now is that I don't think the shaders are very good and I am unable to write my own. However, with the updated rendering engine, I think I can have far higher detail on the models than would have been possible in Warcraft. I'm running some tests with the engine to see how many polygons are on the screen at once and see if I can find some kind of a model to predict where I'll be at with system resources.
I should have some models working ingame with the camera fairly soon.
I also said GDD which I assume most people would be able to understand as different than anything to do with a beta. Regardless it's all for null now so disregard it and continue as you were.
I don't understand how anyone interpreted my message as remotely relevant to this.
What early beta?
That date has nothing to do with EoE, it has to do with a different project AED is working on.
Christmas?!?! I can't wait that long!!!!!!
But seriously what up dawg? I expect a full GDD from you upon my return on the 28th. Well like late the 28th or after noon the 29th because I have to take a test that morning, and also is it possible to stop Google Chrome asking to save my password? You need to adjust those times by like sixteen hours because I don't want to, too. And I need a picture or I'm going to put in a baby unicorn in rainbow-fairyland for yours and rewrite the bio. Because I do that to people.
On the contrary my friend, I have nothing but ideas.
However we have more important matters to discuss, primarily regarding the current endeavor that we are undertaking that is not this. And we need to get a website, which I am working on kinda. I'll get back to you on that one... you any good at that?
Nice image. I've always wanted to upgrade to Photoshop Pro....
Except migrating elsewhere for more important endeavors...
Why would he?
Hows the weather system coming?
You don't have an argument to continue it on.
Yeah for some reason I think he'll deal with it okay if I'm involved.
But anyone with basic knowledge of programming game engines would know that everything you just said is idiotic. Comparing two totally different game engines was the entire point, although given your apparent desire to make me lay it out Barney style for you it would be optimistic to the point of foolishness to have expected you to pick it up. The engines are totally different, it doesn't matter if Starcraft II has 16 player support because they aren't the same engine. Just like an FPS and MMO engine are totally different... although I suppose one could argue that there are MMOFPS's but I didn't really think that far through at the time. Regardless, my point hasn't changed: They are not the same engine. They have very few similarities other than being developed by the same company, which really means absolutely nothing. They haven't touched anything on the actual core of the engine, especially not anything remotely close to adding support for additional players, for the very simple reason that I've already stated, which is they don't have the ******* source code. I am guessing that you don't know source code is based on everything else you said, mostly to be safe, but I don't feel like bringing totally new concepts onto the table at this time to avoid overloading you with information.
So the question comes down to, can YOU read, or are you just daft?
Starcraft II's engine architecture is entirely different and is designed for 16 players; making a comparison like that is borderline idiotic, it's like comparing the engines of an MMO against something like Call of Duty. They are totally different. Without the source code to the client and server coding it's not really even possible to change things like that, and even with the source code the entire thing would likely have to be rewritten. Emulating it's not exactly hard, it's been done before, but modifying the engine's code isn't possible.
I thought Total War was an RTS, I wasn't aware it was an turn based strategy (don't play them much). My apologies.
It was a joke because everyone asks that at some point. Last mod I worked on based around Warcraft was for Oblivion. I got the heightmap done (no easy task...), announced it, then got a letter telling me to stop.
Honestly I fail to see why you would spend time making a copy of an RTS in another RTS. Seems kind of stupid to me.
Are you sure blzrd is ok wit dis kingbdog/?